Been a while, hasn’t it? Haven’t been too interested in fantasy of late, but I have gotten some games in, mostly in preparation for Crossroads
GT later this month. This game was such a messy affair that I clearly needed to share it. Also, with school started again I have a reason to procrastinate with batreps!
SKAVEN Ruin Seer – dragonbane gem, dispel scroll, +1 warpstone token, skalm, screaming bell
Assassin – blade of corruption, the other trickster’s shard
Assassin – weeping blade, potion of strength
Chieftain –
BSB, charmed shield
45 Stormvermin – banner of eternal flame, full command
30 Stormvermin – full command, ratling gun
30 Stormvermin – full command, ratling gun
5 Gutter Runners – slings, poison
5 Gutter Runners – slings, poison
10 Plague Censer Bearers
Doomwheel
Doomwheel
WARRIORS Shadow Lord – level 4, charmed shield, talisman of preservation, spell familiar, barded steed
Fire Sorcerer – level 2, enchanted shield, infernal puppet
Exalted Hero –
MoT,
BSB, dragonhelm, talisman of endurance, halberd
20 Warriors –
MoT, rapturous standard, full command, shields
18 Warriors –
MoT, banner of rage, full command, halberds, shields
18 Warriors –
MoK, banner of eternal flame, full command, halberds
40 Marauders –
MoK, standard, musician, great weapons
5 Warhounds
5 Warhounds
Chariot –
MoS Hellcannon
Played battleline, using the terrain that was on the table: giant hill, three mundane woods, impassable ruin, large house.
Chaos
BSB went with the angry tizz warriors, level 2 with the rapturous tizz warriors, level 4 cruised by himself. Skaven bell parked in the big stormvermin (that bus is 12 ranks deep

), the
BSB hung around by the stormies / censers, and the assassins hid. One unit of gutters managed to scout behind the hellcannon, and the other one deployed within the ratty deployment zone.
Shadow lord got everything he could want (i.e. no steed, no pendulum), fire sorcerer got fireball and flame cage. Ruin seer got lightning, death frenzy, crack’s call and the curse. Also four warpstone tokens …
… and on that note, skaven started things off.
Turn 1
Wheels scoot around, other stuff advances to get range now or later. Magic blows a huge 6-5, but first the bell cranks out a scorch, rolling doubles and killing 4-5 stormies in the process. The scorch is let through and kills a single angry tizz warrior. Six dice into curse on those tizz warriors goes Irresistible, insta-gibs 16 of them and leaves just the
BSB, the champ and the standard. The miscast is a 9, which puppet kicks up to a 10, meaning the seer forgets the curse and a magic level, and can’t use his remaining 5 dice. Gutters drop a hellcannon dwarf and a wound off the beast, and the right doomwheel feels the need to vaporize the only censer bearer within 18” of it.
Warriors retaliate less spectacularly. Stuff advances,
BSB bails for the flaming khorne warriors, marauders are compelled to charge the gutters in front of them. Stand and shoot drops one, then the marauders stumble forward a few inches when they fail the charge. Magic blows 1-2 or 1-3, managing to crisp a couple stormvermin with a fireball. The hellcannon tries to shoot the right wheel, misfires, devours its crew, and rolls Eternal Frenzy + Hatred after failing its monster reaction test.
Turn 2
Squirting the musk of ‘How Do I Fight Warriors Without The Curse?’, the skaven choose to backpedal this turn. No charges, doomwheels bump into the board edge and building respectively, gutters fade back to friendly lines. Magic blows 4-4, but the seer pauses for the bell to fart out a Wall of Sound which achieves nothing (+1A to friendlies within 12” for just this round; also building’s die in 18”). Then the seer achieves nothing but a lightning against the chariot, which rolls a 1 for number of hits, which wounds the seer, which he makes the 4+ ward against

Shooting sees the right wheel trickshot 3 dogs through the building (they pass panic on the reroll), and the left drop another puppy with S2 static shocks. The right ratling gun points at the tizz turtles, jams on the second die and kills itself, while the left one points at the tizz halberdiers, jams on the second die and poops out some S2 shots that achieve nothing. Gutters though tag another wound on the hellcannon.
Chaos naturally feels the need to flex nuts, declaring charges all over: left warhounds charge the left wheel, frenzy banner warriors make a 10” charge into the bell, supported by the chariot, and the hellcannon rampages into the gutters pestering it. Other stuff advances. Magic blows strong enough, seeing both boosted miasma (-1) and withering (-2) on the bell unit, while enfeebling is stopped. Preposterously, two chaos warriors and the chariot then kill 10-12 stormvermin, taking 0 wounds in return. The doomwheel continues the failfest, killing just one dog and tying combat, while the raging hellcannon takes another poisoned wound (2 to go!) in the process of t-stomping gutters into goo. It leaves the board with its mandatory overrun.
Turn 3
Feeling proactive, the censers charge the marauders 11” in front of them, fail badly and stumble an inch or two forward. Otherwise both assassins pop out – blade of corruption in the bell unit, weeping blade in the right stormies – and stormies either get out of the way (left) or totally in the way (right). The right wheel slams into some woods, fails its dangerous terrain check but only takes 1 wound (

), while gutters hunt the shadow lord and the
BSB cowers somewhere else. Magic blows strong (9+) and a lot of dice ensure that death frenzy goes on the bell (no IF though), with a crack’s call through chariot and shadow lord not yielding anything. Oh, the bell chose to Embolden (24”
BSB reroll) stuff

Gun phase saw the gutters miss the shadow lord, the ratter patter against the khorne dudes uselessly, the left doomwheel blast just one warhound with S8 lasers, and the right wheel vaporize the other hounds and a token marauder (map is odd here, it was closer to the hounds then it appears). In combat the corruption assassin tore down the chariot, the warriors fluffed, broke, ran 10” and were caught when the bell rocketed 11” after the fleeing champ. Death frenzy killed 6 stormies (naturally). Also the left wheel finished cuddling the warhounds, chasing the last one off the board.
Moar charges! Marauders finally dock with the censers, while the turtle warriors park on stormies waiting for them – the weeping assassin chugs his potion of strength in anticipation. The khorne warriors however do not flank the bell, as he doesn’t want more stormies in the flank and a doomwheel in the butt before too long. Unfortunately, he didn’t remember to move the warriors at all … Shadow lord scoots around, hellcannon trundles back on the board. Magic is another anemic 1-2 phase, not really doing anything. The marauders – censers combat doesn’t remotely go as expected, with 3 censers succumbing to their own stink and ensuring their imminent annihilation. About 12 marauders die but the censers are reaped down and overrun through. The other combat saw the evil evil puppeteer dealt 4 wounds by the assassin (no challenge overkill, just spite

) and splattered, but since NOT A SINGLE warrior fell the surviving stormies were not steadfast, broke and escaped.
Turn 4
That sound is several plans coming together … Bell flanks the khorne warriors, right wheel powers into the hellcannon it was destined to run over, left wheel appears on the board edge,
BSB and stormies back up! Other stormies rally and prepare to die some more. Magic blows very strong once more (6-5), but the shadow lord stops the crack’s call that shoots his way, and the seer dumps 7+ dice into dispelling that lingering withering (it works). In the process the bell lets rip some Deafening Peals, effectively doing nothing once more as nobody is T7. Shooting flubs (right doomwheel rolls under S6 for strength, and can’t roll 6’s to wound the hellcannon), but combat works alright. Right wheel shatters the hellcannon with impacts, and the bell also mashes up lots of warriors with sexy impact hits. The corruption assassin detonates the noisy warrior champ, the
BSB power fluffs (1 dead stormy), and the bell ogre brutalizes a bunch more 4+ armor guys. They break twice and are run down 1” from the edge. Death frenzy drops 5 stormies.
The tizz warriors don’t take the depleted stormvermin near the woods, instead reforming to face the bulk of the enemy and leaving the 19 stormies + 1 assassin to the khorne marauders. The shadow lord hides. Magic blah, shooting what?
Turn 5 
The weeping assassin points and his stormvermin carpet sweeps in to the waiting marauders, whilst the other stormvermin back up (again), the left doomwheel bumps the table edge (again), some gutters get in the way and the right doomwheel heads for the shadow lord. Magic blows a huge 6-6, which the seer uses a few of to cast warp lightning on the warriors, rolling a 1 for hits and successfully wounding himself. Disgusted, he sweeps aside the other 9 dice (!). During this the bell has kept up the Deafening Peals, still oblivious to the lack of T7 opponents, though a few stormvermin are killed in the process thanks to doubles. Thankfully skaven shooting is more awesome and reliable – the doomwheel charges up three shots to kill the shadow lord once and for all, and misfires, taking some wounds (1-2 left) and losing a
D6 movement. The surviving ratling gun revs up to kill warriors, jams on 5-5, spins
but amazingly still draws a bead on the warriors, and not the
BSB right next to him

A single warrior dies. In the combat, 4 marauders die, many stormies die, and the stormies make their LD6 check with the
BSB’s help. The marauders reform for ranks. Then death frenzy kills 6 stormvermin from around the bell.
Chaos wants to do stuff, dammit: warriors charge the gutters (stand and shoot fail), shadow lord lines up the bell for the win. Magic finally blows strong for chaos, and with the skaven scroll burned a while ago we both knew what was in the air. Miasma on the bell is let through, and then the shadow lord hurls a boosted pit o’ shades, which casts (no IF) but scatters 17” away. Gutters are stomped into paste – a second warrior dies! – but the marauders have a fluffy round, losing 4 and killing fewer rats, though the lumberjacks pass their break (losing frenzy in the process).
Turn 6
The doomwheel still wants to kill the shadow lord, so rattles over toward him. Magic continues to blow stupid strong for the skaven, and is all discarded, with the bell’s emboldening tunes falling on deaf ears as well. Before the doomwheel can charge up its lasers, the ratling gun tags a few hits on the shadow lord, getting his charm shield to activate and burn out. Then the wheel lets rip a few S6 shots, and the shadow lord nicely fails his 4+ armor and ward saves to the first shot, taking 6 (!) wounds and poofing into a fine mist. There is fighting down in That One Combat, with again 4 marauders dying, the stormies losing by 1 but making their LD5 check thanks to the helpful
BSB being helpful. Then death frenzy melts a few more stormvermin
The rapturous warriors charge the ratling gun that has miraculously survived to this point, but it runs away and snickers on the other side of the hill. They fail their redirect (or just couldn’t do it / didn’t want to) into the cowardly stormvermin. Shortly after that the superior stormvermin litter finish beating on the marauders, breaking and running them down.
SKAVEN WIN So yea, ridiculous stuff as usual
- Salvage