Oh, hello.
It's been a while hasn't it? To be honest, I've been so busy winning all of the
GTs and basking in the adulation of countless Warhammer groupies. You know how it is. To be a little more honest than that, big life changes meant I've only played 4 games since May of 2013. Three of those have been since Thanksgiving, though, so recently its been a relative hobby fiesta. I'm working on a Warriors Slaanesh cav list (to be posted soon). In the meantime, I figured it'd be good to get familiar with the goings on in the Warhammer community (both with changes since I last played and with the local area).
Specific to the latter- here in Madison, WI, the tendency is for out-of-the-book Warhammer: mysterious terrain, roll for scenario, closed lists.
So, I trotted out this list:
Runesmith (general), shield, rune of stone, 2 runes of spellbreaking (127 pts)
Thane,
BSB,
MR of Gromril, rune of resistance,
MR of Challenge (165 pts)
Dragonslayer, 2 x rune of speed, rune of fire (65 pts)
Dragonslayer, rune of might (75 pts)
30 Warriors great weapons, full command (325 pts)
20 Quarreler rangers musician (285 pts)
25 Hammerers full command,
MR of Grungni (380 pts)
Cannon engineer, rune of forging, rune of burning (145 pts)
Grudge thrower rune of accuracy, 2 x rune of penetrating (170 pts)
Organ gun (xxx pts)
Gyrocopter (xxx pts)
(1,997 pts total)
The intention here is to try to solve problems with war machines and retain enough combat power to slug it out when needed. The dragonslayers are an experiment in chaff and mini-tool kits for chopping up ethereals or hopefully scraping wounds off any monsters that make it in to my lines before they get their thunderstomp on.
We rolled up to the store and I ended up paired up against one Brian, who happens to be one of
Wiscodice’s co-hosts. Brian was trotting out his Vampire Counts, and since I listen to their podcast, I should have had a good idea what was in the list, but… not so much. Here’s what I saw at the outset:
Vampire Lord: Level 3 <Raise Dead, Curse of Years, Invocation>
Wight King: BSB
Necromancer <Invocation>
Necromancer <Invocation>
Banshee Sweet, sweet harmonies
38 crypt ghouls Crypt ghast
30-ish zombies Rag on a stick, busted drum
30-ish zombies Stick on a rag, master-crafted viola
Corpse cart Bad sense of direction
3 individual spirit hosts
Varghulf
Banshee and her 4 backing vocalists
and... a skeleton bunker he forgot to deploy!
We diced up a scenario and got dawn attack- something I hadn’t played in years. I attached my
BSB to the hammerers and runesmith to the warriors then diced up a very forgiving deployment. Brian’s was not as nice, but shy of disastrous.
Just like old times: my rangers volunteer for a daring mission deep behind enemy lines.
”Oh noes, we aren’t sitting in front of all the magical war machines. Super sorry, you guys.”
I’m liking how things look post-deployment, and courtesy of Dawn attack, there’s a 5/6 chance I’ll get first turn since I dropped first. Deployment had jammed his big bunker back behind the building, and effectively took the corpse cart and a spirit host out of the mix. There’s a lot of ethereal stuff and the varghulf, but between the slayers and machines I ought to be able to keep a lid on the worst of it.
Turn One
Indeed I do get the first turn. The gyro scoots up to behind the building to pick options for later. The cannon beheads the varghulf and the grudgethrower misses well wide of its target.
The
VC army shambles forward, and its clear that the ghouls will go right through the building.
Real estate values plummet inexplicably.
A new zombie unit started behind everyone else, but otherwise nothing much of note. My dispel “strategy” was to not care about more zombies or raising and just make sure I didn’t lose combat power to a Curse of Years casting.
Turn Two
I skip the gyro out wide, faking like I’ll be threatening to flame template on blocks, but really hoping to catch a necromancer or the lone banshee with a charge. I also shimmy my blocks to make sure I have the option of charging in or backing off depending on what the
VC blocks do. The
GT misfires trying to thin the ghouls and the organ gun kills a handful. The cannon actually couldn’t see anything due to dwarf infantry and the woods, so it cracked off a shot at the (very surprised) corpse cart, and destroyed it.
The
VC turn was spent jumping the ghouls into the building and then systematically ruining my glorious gyro plans.
Even my report writing is rusty. 8 years out of date pop culture references? Ugh. Just gonna post some lolcats and call it a day.
Both banshees slip sideways to sing at the gyro and the necros manage to both bail into the (oh-so-briefly small) newly raised bunker, which is much better protected. A couple screams took a wound each, leaving the gyro hanging on by a thread.
I kept my anti-magic strategy geared towards preventing a curse of years casting (more on this later).
I have a picture here of the arrangement of forces with a subtle hint as to my next gyro maneuver.
Ooooo. Mysterious.
Turn 3
Looking at the movement phase where the stage will be set for a decisive turn 4 I gotta make a few decisions. The gyro can either bail out altogether (at 20” movement, even if the banshees march after me, I can stay safe and preserve points). I’d rather find a use, though and decide to try to jam things up by charging the flank of the spirit host in the center. This wasn’t all that clearly thought out- just kind of impulsive. Otherwise , I aggressively move both blocks and slayers forward. The slayers are going to try to chop ethereals and the blocks are getting ready to jump
VC units as they come around/out of the building.
Side note: Despite no indications that the vamp lord is geared at all for casting (level 3, no other shenanigans indicated thus far), I’m still not realizing that this guy’s probably a combat beast. I’ve played against the new
VC book, but always seen the combat lord be in a knight bus. So thought this guy might be different…
Shooting is okay. The cannon knocks out a spirit host, and the organ gun and grudgethrower combine to do some fair damage on the ghouls.
Unfortunately for the gyro, the pilot gets an ethereal punch right in his tenders from the spirit host and dies for no gain. Some traditions are still firmly in place, it seems.
For the
VC turn 3, the remaining spirit host jukes my slayer and starts running for the backfield. The ghouls and vampire step out and the zombie blocks move to try to charge the flank of anyone who might go into the ghouls.
Magic heals ghouls up some, not much considering how much I let through, though. One banshee gets a scream off to no effect on the dragonslayer.
Somebody has somebody else right where they want them…
Turn 4
Some things you can’t (or can barely) see in the pic above- there’s a spirit host between the slayer and the woods. There’s another slayer just off the edge facing down the wraiths and solo banshee.
I wobble a bit here. My plan at the start was to just jump the ghouls when they came out, but I realize I could hammer them with more warmachine fire and delay engagement. And if I do go in, I could send the hammerers, and add a slayer (rune of might version), the great weapons, or both.
After some consideration, I chunk in the hammerers and the slayer, with the slayer pinning both the wight king and the vampire so they can’t make way to the hammerers. Elsewhere the other slayer fails a charge on the wraith unit and the warriors and rangers head in to start chopping zombies. The organ gun crew drags their machine backwards to try to make the spirit host’s charge a little dicier.
Shooting has the grudgethrower hit the near spirit host with a min-range shot, and the cannon keeps up the heat, knocking down the lone banshee.
But the real crux of things come from the combat phase.
Starting to get that sinking feeling.
In combat, an experimental challenge from the slayer and I’m reminded of the
ASF, red thirst, ogre blade vamp build. With massive overkill on the slayer, and a whiff from the slayers (2 wounds), there’s virtually no crumble. The ghouls reform and get ready to bring the pain.
The other blocks get some good headway into their respective zombie blocks, with the warriors having a good chance at cutting free and coming in to assist the hammerers.
Unfortunately, the
VC had different plans. Magic went off and the ghouls went up to full, nearly the same for the zombies fighting my great weapon warriors. On top of that, one of the necros is revealed to have the Staff of Damnation, and adds an attack to all the relevant combat blocks.
The banshee can’t scream the last slayer to death, and it’s on to combat.
The gatekeeper is chopped down in a challenge with the Wight King and the vampire cuts up 9 or 10 hammerers, and the ghouls get a few more. Given the huge stack of ghouls, I decide to bet on killing the vamp. Six swings get a wound through (and I get to discover the guy’s got a 4+ ward, no notable armor). Unfortunately, elsewhere the great weapon warriors can’t overcome the big raise phase gains and won’t be able to come to the rescue.
Turns 5 and 6
With everyone locked in to combats, the game plays out. The vampire lord buzz saws through all but one of the hammerers and the standard, back to back with his
BSB fail re-rollable 9s. The warriors cut through their zombies a turn too late and get chewed up by the buzzsaw as well. (I had an opportunity to fleeThe only wounds that sneak through on the vamp are healed any time a
VC magic phase rolls around.
In the end, lose both combat blocks, all my characters and the gyro, getting all his chaff, but not the ghouls or any of the characters (exept the lone banshee), resulting in a:
Dwarf loss ~675-1525
Ouch! Rusty play gets you rusty knives in the heart.
After game thoughts to follow…
Thanks for reading!