Hi everyone! First battle since the
lockdown has lifted, three months without any game … rude! I played this game
with my brother and we used the set of rules from the 4th/5th
edition of WHFB. Both army count 2500pts and we apply several limitations about
the total value of magic items per characters to avoid…. You know, Herohammer.
This battle is supposed simulate a Dark
Elf invasion of land ruled by several Necromancers. Only the vanguards are
involved in this first encounter. The result of this clash will give the initiative
to the winner side for the next large battle scheduled for the late summer with
a group of funboyz (GW Old-school-friendly).
Dark Elf army :
From left to right. Upper line :
Bolt thrower, Cauldron of Blood, War Hydra, crossbowmen, Sorcerer on Pegasus
and a second Bolt Thrower.
Lower line : Dark Riders, Witch
elves, Corsairs with an Hero and The ColdOne Knights with an Hero. The General
is inside this last unit.
Undead army :
From left to right. Upper line :
Carrions, Death Riders, Skull Chukka and a Chariot
Lower line : A second Chariot,
Zombies with an Hero and a Necromancer Lv3. Skeletons with the undead General a
Necromancer Lvl4. Wraiths and Mummies.
We played a scenario named
“Surprise”, this is a “ranged battle” with a slight variation during the
deployment. The first side that finish the set up his troops can move one unit
(up to 4ps) for every units set up by the opposite side. It mean that if you
have too many troops your opponent can move his troop meanwhile the end of you
deployment. Here the Death riders moved up to 8ps.
Overview of the inital deployment
First part of the battle : Turns 1
Shooting Phases : The both throwers
were particularly inefficient at the opposite of the Skeleton catapult which
hit the Cold-One unit and pulped 2 of them.
Magic phases : The Necromancers demonstrated
all their power, boosted by several magic Items. They casted a continual flow
of spells like “Summon Skeletons horde” or “Dance Macabre” to reinforce the
units on the battlefield and help them to reach the combats. A key point of the
battle appeared during the first magic phase when a tremendous “wind of death”
crossed the Dark Elf battle line. It carrying a Bolt Thrower and made 5 wounds
to the War Hydra.After what, this spell
was absorbed by a Magic Drain from the Dark Elf Sorcerer. This last one, tried
to trapped the Undead General into the Aldred’s Casket of Sorcery, luckily she
failed a fear test and finaly never reach the Necromancer. Sneaky Dark Elves!
Summon Undead Horde, again and again, etc...
Combat Phases :The Dark Riders, the Cold One Knights and
the DE General were mired during all this first part of the battle by the
undead Chariot, the carrions and the Death Riders. Despite the Van Horstmann's
Speculum the Undead Hero return to dust by the hand of the DE General, followed
by all the other undead involve in this fight.
In the middle of the battlefield
supported by several “Dance Macabre” the Mummies and the second Undead Chariot
engaged quickly the Witch Elves who suffered of a load of wounds and failed their
break test. The Chariot finally caught up them! The wraiths engaged the pack of
Corsairs but even if they’re ethereal, they lost the fight by the combat
result. They failed their break test and vanished in a fetid ghostlike smocks.
Before the clash of the mounted troops
The Mummies are Smash-up the Witch Elves
Last moment of the Ethereal Abominations!
Last part of the battle : Turns 4 to
Shooting Phases : As the first part
of the game the last Bolt Thrower never find the right angle to pay for it
self. The Dark Elfes Crossbowmen were too far from the undead lines to made
some damages. The Skull Chukka never hit as well as in the first part.
Nice chap! But too far from the opponent battle-lines
Magic Phases : The magic items of
the Necromancers progressively disrupted by their over using. Reducing the flow
of spell casting : “Summon Skeletons horde” and “Dance Macabre” to keep getting
bogged down the Dark Elf Mounted troops. The Undead General casted a “Curse of
the years” against the Corsairs… Only the standard bearer survived at the and
of the battle.
The Dark Elves Sorcerer was
particularly efficient to counter spell and find the power to cast some spells
like “Soul Drain” and “Blade Winds”.
Combat Phases : In spite of heavy
loss of the Cold One Knights, the DE General and the Dark Riders smashed up the
last wave of freshly summoned Skeleton. They never reached the Undead command
unit. In the middle of the battlefield the The Corsairs and the War Hydra
resisted and finally defeated the Mummies and the Last Undead Chariot. The Mounted
Dark Elf Sorcerer engaged the Skull Catapult and shattered to pieces the crew.
The Dark Elf General still keep bogged down!
Nasty Girl !
Black Ark Corsairs suffer from a tremendous "Curse of the Years"
Dark Elves 11pts – Undead 8pts.
Minor victory for the sons of Naggaroth. The Undead Magic phases were
fantastic and I casted many Spells to boost my troops but the lack of powerful characters
in close combat was patent. I have to integrate a Vampire Count for exemple…
I have to mention the dice were not
on the side of the Dark Elf General but he finally kept a cool head and made
the right choices at the right moment! Glory to him!