We had a game of T&T last night that was immense fun.
There was 5 players Phil,Stu,Vinny Uilliam and myself, fielding Chaos Dwarfs,
DoC, Vamps, Brets and my incompetent Woodies. The scenario was capture the
artefact.
My army consisted of high spellsinger, bsb,
branchwraith and a Waystalker, troops were 15 trueflight GG, 10 Starfire GG, 15
Dryads, 6 Waywatchers. My Merc contingent was a skink hero riding Steg with
OTS. Basic plan was shoot anyone coming near me then smash with the Steg.
Here’s what happened
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Vinny's Undead/Lizardmen alliance |
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The battlefield |
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My Woodies and Uilliams massive archer unit |
Turn one
Uilliam went first with his Bret force consisting of General
on a Griffon, Hero on something with wings too, the Green Knight, 2 level 2
damsels Beasts and I can’t recall the other lore. Sixty peasant bowmen in a
unit and the mercs were a goblin shamen with a Giant. As the objective is
capture the artefact Uilliams flying contingent flew towards the centre with
the Green Knight moving menacingly towards my lines and the Giant advancing
towards the undead to Uilliams right. His shooting was a bit off as 27 shots
produced 1 hit (and wound) on my Wardancer unit.
Vinny moved next, his force was a Blender Lord in a unit of
Grave Guard, a unit of Ghuols, skelly spears, zombies, plague cart with various
undead hangers on: Banshees and Etherial Hosts. His mercs were a unit of
Lizardmen and blowpipe skinks. His
zombie unit moved towards the Giant. The remainder of the army advanced towards
the centre.
Next was Phil, he charged his K’Daii Destroyer into the Bret
General and advanced his Chaos Dwarf unit towards the artefact. His mercs were
a unit of Daemons of Slaanesh of Steeds who moved towards Stu’s DoC to his
immediate left. Ash Storm on the Bret
Gen. Unsurprisingly Uilliam hadn’t the dispel dice to stop him. Close combat
saw a large collection of ones meaning the combat was drawn.
Stu was next his army
had two Daemon Princes! Yes Two!!!!! One Khorne one Tzeentch. Tzeentch chariot,
three Beasts of Nurgle, Plaguebearers and unit of Horrors. He didn’t have any mercs,
presumably the Realm of Chaos currency of souls doesn’t convert very well with gold in the eyes of most mercenary
captains. His turn consisted of advancing towards both the undead and chaos
dwarf forces. The chariot did it warpflame spewing over some of Vinnys force
killing some, giving regen to others. Infernal Gateway fried some skelly’s then
it was my turn.
As the deployment zone was a 24” diameter semi circle my set
up was a bit clogged by the wide fronted archer units which would probably
contribute to my manoeuvring woes in later turns. I even added to that by
forgetting to move my stegadon at all! My magic phase was going to consist of
me buffing my general Wardancer unit with high magic lore attribute then Walk
Between Worlds my Stegadon so I could smash some Chaos/Brettonian/Undead face.
Sadly my first spell failed so the traffic jam got worse. Shooting saw all my
archer units shoot the Green Knight taking one wound off him (the Waywatchers
didn’t bother due to his etherealness). Waystalker tried to snipe a mage (two
hits, no wounds). It was was time to bring out the big guns (and by that I mean
the Hail of Doom Arrow). The BSB shot and killed The Green Knight leaving me
250 gold richer.
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The centre ground |
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60 fecking archers |
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The battle was more about sweets than anything else |
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Brettonian general vs K'Daii Destroyer |
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We have custom made spell markers |
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Carnage in 10, 9, 8,...... |
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The Green Knight on 1 wound |
Turn Two
Due to the inherent randomness of T&T it was Vinny’s
turn next . The ghouls charged a solitary Beast of Nurgle . Everything else
moved towards the centre, except the zombies who had to shuffle back from the
combat with the giant due to a hastily waved white flag or something. Magic
consisted of undead buffs that Stu didn’t really manage to dispel, the skinks
took 3 wounds of the Tzeentch Daemon Prince, and in combat the BoN was beaten
and destroyed by the ghouls, who overran into the Plaguebearers.
Around this time Uilliam’s army was packed up due to him having
to leave early and no one trusting any of the others to control his army in an
unbiased manner.
Phil was next I think. Marched his Dwarfs to the artefact
and left his Mounts quivering with excitement waiting for some one on one
action with Daemons of Nurgle. The Destroyer moved towards my army with the
intent to destroy!!! Phil had taken the Chalice of Blood and Broken which
basically messes up opponents magic phases, and essentially ruined whoever he
declared as his enemy for that phase.
Stu was next, his Two Beasts of Nurgle and Daemon Prince of
Khorne charge the Mounts only to be thwarted by Caltrops placed strategically
in front of them. Both Beasts made it in, but poor old Blodskul, the
Blodskulliest Bloodskull-Slaughterer of Khorne got a boo boo in his foot and
pulled up complaining of a hamstring injury. The Horrors wandered into the big
tower. I think this was the turn the Stu
found out how horrible a magic phase is against Phil’s spoilsport Sorceror.
Shooting saw some more undead gain regeneration. Combat saw both Beasts of
Nurgle lose 2 wounds each but neither were destroyed I think.
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Undead and Daemons get unfriendly |
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The Giant/Zombie fight was just a misunderstanding |
I was left out in the boonies with no enemy near me except the Destroyer. I had to charge the destroyer with a GG unit so I could get my Stegadon wrecking ball into combat with it, for extra insurance I put my Waystalker with the Dragonbane Gem in the way of the Destroyer as well (I figured if nothing else his 2+ ward would keep them in combat for a couple of turns). Unfortunately the GG failed to charge leaving the Stegadon unable to get round them to do damage! A couple of spells put two ward counters on my generals unit and shooting was largely regrettable.
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'YOU SHALL NOT PASS!' |
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the fog of battle |
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As you can see the battlefield gets clogged with debris (and technology) |
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Plaguebearers getting what for. |
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A towers eye view of Chaos Dwarfs (disguised as Imperial guard). |
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Nurgle vs Slaanesh |
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Peanuts have now made it onto the table |
Turn Three
Inconveniently I got to go first this time! I say that as I
was hoping Phil would go before me, charge the waystalker and set himself up
for a good hard Stegadonning! This wasn’t to be so I charged with my waystalker
and Glade Guard (the stupid mo’fo of a skink pilot still couldn’t get into him).
The ensuing death of the GG should’ve allowed me to get him next time. It was
at this time I decided to cut my losses with this inconvenient beastie and
started marching my so far unscathed Dryads, Wardancers, Waywatchers and Glade Guard towards the large artefact on
the hill. A 1 & 1 magic roll meant I didn’t get up to much else. Close
combat saw the Glade Guard unit and Waystalker both die (he failed to saves on
the thunderstomp) and the destroyer overran just outside of the Stegs charge
arc!
The rest of the turn consisted of me advising
Phil to go after some Saurus (rather than my stuff), overrunning into the
Plague Cart, He also marches his completly broken Destroyer in a dance round to the back of my Dryads. The Tzeentchian Daemon routed the skinks in the wood. Skeleton
spears charged the Daemon Prince of Knorr and the Ghouls got into combat with
the big daemon of Tzeentch. The riders of Slaanesh wander round to the front of
the battlefield having seen off the Basts of Nurgle. Also the flying chariot
gets embroiled in a combat with a spirit host and a banshee.
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A big scrap in the middle of the table |
Turn Four
Again I get first turn. Some good shooting gets the
Destroyer down to 1 wound. Magic is negligible. Just couldn’t get the last
wound off the Destroyer leaving 300+ gold tantalisingly near but still too far.
My combat units now make a dash for the centre of the table in an attempt to
grab the artefact. Meanwhile there was quite a few skirmishes ongoing all over
the battlefield. The banshee and spirit host were killed by the chariot. The
Daemon Prince of Khorne kicked the lard out of the skeletons. The Tzeentchian
Daemons Prince was killed by the ghouls. The remainder of the undead circled
the chaos dwarfs unit like big ungainly sharks.
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The Chaos Dwarfs have outfoxed the undead by marching through their deployment zone |
Turn Five
I charged a spirit host, tried to shoot the Destroyer. Killed
the undead, failed to wound the big ugly heap of lava (incidentally Phil passed
4 toughness tests to keep the walking chimney going which was very
inconsiderate). The Daemons of Chaos
were unable to affect the battle in the Undead deployment zone. The undead
disengaged from the daemons and went full on at the Chaos Dwarfs. Attacked from flank and rear by a vampire with Grave Guard,
unit of zombies and Banshee it wasn’t going to end well for them. Phil then
started throwing out Treachery cards like they were sweeties, so the Undead
were then subject to an oil slick, gas bombs and the unnerving suspicion that
someone was behind them! Vinny countered with Inspire Fury and the combat was
well and truly on! An unusual conflict of rules presented themselves as the
Vampire Lord who had ASF also had to reroll his successful to hit rolls. Basically
he had to reroll both successful and unsuccessful
hot hit rolls so Vinny had to roll his first set of attack dice (completely
ignore them) then roll them again. The final round of combat saw the Chaos
Dwarfs rout off the table and the chav-like Vampire Lord pick up the artefact
and grab the cash.
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Now the undead have gotten over their initial surprise & are getting stuck in |
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My valiant Elves defeat a spirit host |
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Chaos Dwarfs are in a bad way! |
Final scores were
Undead 1000+ gold
Chaos Dwarfs 500+ gold
Daemons of Chaos 400+ish gold
Wood Elves 250 gold
Bettonians DNF
All in all a brilliant laugh but it unfortunately extends my
not winning run to very nearly double figures!
Thanks for reading!