At 2000 points vs WoC
I fielded
Grey Seer - no equipment, plague spells rolled 2 tokens
Warlord - Shileld, Sword of Anti-heros, Dragon Helm, Other Tricksters shard, Talisman of Preservation, War-litter
Chieftain - BSB, charmed shield
Warlock Engineer - lvl 2, Talisman of Endurance, Warp Condenser
Warlock Engineer - Skavenbrew
21x Clanrats - Standard
45x Skaven Slaves - musician
45x Skaven Slaves - musician
26x Stormvermin - full command, Razor Standard,
6x Gutter Runners - poison, sling
6x Gutter Runners - poison, sling
Doom Wheel
Hell Pit Abomination
Warp Lightning Cannon
VS
Sorcerer Lord Lvl 4 Shadow
Lvl 2 caster Death
Some kinda hero BSB
37x Warriors- Chaos Armor, Shield, Full Command, Mark of Tzeentch
45x Marauders - Light Armor, Shield, Mark of Tzeentch
2x War Alters/Shrines
5x Warhounds
I don't know what all spells he rolled but all he attempted to cast was The Whithering and My own Wither spell from Third Eye of Tzeentch
My spells Grey Seer = Bless With Filth, Wither, Plague, Dreaded 13th, Warlock = Death Frenzy and Warp Lightning
His Deployment from left to right from my point of view was:
War Shrine, Warriors, War Shrine, Marauders, Warhounds All Right up on the 12" Mark with all heros in the Warriors block
My Deployment Left to right was
Stormvermin, HPA, Slaves, Slaves, Doom Wheel, Warlock in a tower, Giant rats with WLC behind them and up a hill
Clanrats behind slaves
Warlord and skavenbrew in SV, Grey Seer and BSB in Clanrats. Gutter Runners went on either flank in his backfield
I rolled 5 and he rolled 2+1 to go first so I went first
I made some very motivating/threatening speeches to my monstrosities before we started and it is Friday the 13th so My HPA surged 15" forward and my DoomWheel went 11" forward angled in toward the marauders. Everything else advanced up behind these go getters and then on to magic.
I rolled 9 dice and channeled 1 and condensered 1 for 11 power dice vs his 6 dispell dice. I measured for Ranges and asked is This unit within 24" for Dreeded 13th? on his WoC Deathstar ( It was clearly at 23 just wanted to remind him it was coming) So I got no dispell dice thrown agains Warp Lightning which killed 7 Marauders OR Deathfrenzy on the left block of slaves! I succesfully cast 13th but he dispelled with double 6s. Good Show now to shooting!
Eager Beaver Doomwheel fails leadership twice and zaps slaves for 3 dead slaves, that is what they are for. Gutter Runner unit one advances and double tap shoots the War Alter scoring 3 poison wounds and 4 hits 2 of which wound 5 total wounds! 3+ 4++ on the Shrine promptly saves 4 of them. BOO. The other Gutter Runners also advance and double tap, but on the save free warhounds. 12 shots 4 poison autowounds and 4 hits, 3 of which wound. 5 hounds gone and one less thing to worry about on the board. The marauders easily pass their panic check for the hounds getting wiped out next to them. End of friendly turn 2 slaves die to Death Frenzy.
Chaos Turn!
His Warriors decide their initiative 5 is more than a match for the HPA if they can avoid the impact hits so they charge, easily passing their Terror test. The shrines advance to just behind either flank and the marauders advance but not far enough to cover the flank of the now way out front Warriors. Magic phase he generates 8 dice and trys to cast my wither on the stormvermin with Third eye of tzeentch. I dispell it and then he tries to cast life leech on my warlord and fails by one Magic phase over. Shooting sees his warriors gain an additional +1 armor save and +1 leadership from the shrines. Combat! Very Very fast characters get 2 wounds through regen saves on HPA and then Very fast Warriors land 6 more wounds but Regen saves 3, just enough! 1 wound remains and the Hell Pit attacks back with Wave of Flesh! All 4 enemies pass initiative tests and the 8 attacks rolled damage 7 warriors. The now 2+ 4++ saves limit this to 1 dead warrior and I now need to roll on Stubborn leadership 8. I roll an 8 combat continues.
My Turn, Top of 2nd.
SkavenBrew is drunk by Stormvermin and this is the GOOD STUFF (rolled a 6) RABID! Charge! easily coming in to contact with the Warriors tied up with the HPA. Death Frenzied Slaves see the exposed flank of the Warriors and Ratpile on (Like a dog pile but stinkier and more deadly) with a long distance charge that succeeds when I rolled a 9. Now the WoC are starting to sweat. Magic phase only generates 8 dice and I get wither off on a 9 which is dispelled and Dreaded 13 off with a 27 which he scrolls. Shooting sees one more wound on the shrine and 3 dead marauders. Combat. I issue no challenges and the BSB screams gibberish and shoves warriors away to get into a challenge with my Warlord who brandishes a Sword of the anti-heros and accepts from attop a frenzied war-litter. 4 attacks, + 2 rabid + 3 from sword = 9 attacks at str 7 armor piercing! The dice realize that they have over performed and come up with 4 1s and 2 2s, 2 hits land and he makes one ward save that I make him reroll and he still holds on to that last wound. The BSB fails to wound my warlord and the war-litter contributes 6 str 4 armor piercing attacks that fail to wound.. (grrr that BSB should be dead) He attacks back on the unit with init 5 and gets 2 wounds 1 of which makes a 6 armor save. 1 dead storm vermin. Two storm vermin frontage are in contact because the HPA is locking out some of the space and this leads to 8 attacks killing 3, the HPA survives without taking a wound and kills a few warriors and the slaves take 4 dead and proceed to throw 20 attacks into the flank of the warriors! (Death frenzy FTW) and actually kill a few warriors. Much counting and math is done on both sides to rule that skaven win by 5 alltogether with the charge bonus and the flank bonus and the removing ranks and stuborn. Super unit of warriors fails re-rollable 4 leadership and flees 6 inches. All 3 units pursue and mow down well over 1200 points in a 2000 point game.
We shake hands and call it a sweeping skaven victory! If I can find some cheap marauder models I will have some new slaves in my units to signify the surrender.
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