"My Lord, The Great Necromancer has returned. He is already moving towards Greywater Tower.". Wodel's words had a chilling effect on the Elven Prince.
"Sound the hunting horns, we ride to Greywater Tower, the crows will feast!".
Yes, it's time for another battle report. Another team effort from the usual bunch of reprobates. This time it was Vinny's turn to suffer my Elven wrath. Despite advice to the contrary, I have had a hankering to play a game using the new magic rules from the Khaine - End Times book. The rules are pretty much Warhammer but not as we know it Jim. Double the magic dice, every mage knows all the spells from their lores, special End times spells and a few other whistles and bells to go along with it. Basically, a rather roided up magic phase which in all probability will be detrimental to the rest of the game - or will it? One thing we did decide is that a dispelled spell counted as a failed casting as otherwise (it was thought) the magic phase would become too overpowered.
The Elven Undead Redeadeners
Lords
The Elf Without a Name - Glade Lord Daith's Reaper, Charmed Shield, Potion of Foolhardiness, Talisman of Endurance, Asrai Longbow, Great Eagle, Hagbane Tips, Hand Weapon, Light ArmorElfinel The Eternally Cackling - Spellweaver Dispel Scroll, Talisman of Preservation, Tormentor Sword, Asrai Longbow, High Magic, Level 4, Unicorn
Mizard Wodel - Spellweaver Fencer's Blades, Obsidian Amulet, Asrai Longbow, Elven Steed, Level 4, Lore of Beasts
Heroes
Glimmerdill The Bellicose - Glade Captain Hail of Doom Arrow, Gambler's Armour, Asrai Longbow, Asrai Spear, Battle Standard, Elven Steed, Hagbane Tips, Light Armor, ShieldPrawkus - Branchwraith
Core
Dryads Branch Nymph, 24x DryadsGlade Guard 13x Glade Guard 13x Starfire Shafts
Glade Riders [Standard Bearer] 7x Glade Riders Starfire Shafts
Glade Riders 5x Glade Riders, Hagbane Tips
Rare
Great Eagle (Eddie)Great Eagle (Squawkie)
8x Waywatchers
Special
7x Sisters of the Thorn, Standard Bearer, Musician8x Wardancer, Champion, Musician
3x Warhawk Riders, Wind Rider
5x Wild Riders, Champion,
5x Wild Riders,Champion, Standard Bearer,
Nagash's Ever Increasing Hordes
Lords
Nagash
Rules: Arch-Necromancer, Death Magic Incarnate, Large Target, Level 5 Wizard, Supreme Lord of Undead, Bit of a Know-it-all, Terror, Undead
Krell, Mortarch of Despair, Nagash's Bitch.
Tomb King No sense of direction
Heroes
Liche Priest Hierophant, Lore of Nehekhara, Wizard Level 1Necromancer Lore of the Vampires, Wizard Level 1
Core
Crypt Ghouls Champion , 20x Crypt GhoulCrypt Ghouls Champion, 20x Crypt Ghoul
Dire Wolves Champion , 5x Dire Wolf
Dire Wolves Champion , 5x Dire Wolf
Skeleton Warriors ,Champion , Musician , 20x Skeleton Warrior
Zombies , 20x Zombie
Zombies Musician , 20x Zombie
Rare
Casket of SoulsScreaming Skull Catapult Skulls of the Foe
Special
Grave Guard,Champion , Musician20x Grave Guard with Shield
Standard Bearer - Banner of the Barrows
Tactical Type Stuff
Setup |
From up to down Warhawks,Sisters of the Thorn, Squawkie, Glade Guard, Elf general,wild riders,Beasts mage, BSB Dryads Wardancers avec Branchwraith and more wild riders. On the other side Casket of Souls, Wolves, ghouls, skeletons, grave guard (with Krell), Nagash, Terrorgheist, Zombies, Ghouls, zombies screaming skull catapult and more wolves.
least scary vanguard ever |
Turn One
The undead trundled forward and the Terrorgheist flew round into the front of the tower. Something undead stumbled through the river (it was made of blood- Rraarrgh!!). Magic dice were rolled giving us an 18 - 10, the casket of souls was pretty helpful with 2 dice. Then came the casting! To be honest there were a few failed casts that only summoned a unit of three Crypt Horrors and three Vargulfs, the fomer in front of my wild riders the latter behind my glade guard. In the shooting phase the Terrorgheist attempted to scream at my Glade Guard but all that came out was some kind of miaow that scared no-one. The catapult killed a few blades of grass and maybe a bush this turn as well. No combat so it was a surprisingly unscathing turn.
Undead turn 1 movement |
The mysterious case of the vanishing Undead |
Meanwhile..... |
Turn Two
The start of turn two was filled with the pitter patter of tiny undead feet charging. The Grave Guard tried a long charge on the Dryads (and failed), the Varghulfs charged my glade guard, a skeleton unit charged mt BSB (he fled) and the ghouls charged the Waywatchers. We then had a 14 - 9 magic phase. Invocation was cast but Ole Big Hat. A large unit of Skeletons were summoned in front of my advancing wild riders and the Ghoul unit were replenished and another 10 zombies were 'found' and added to an already big unit. I scrolled the cavalry raising spell as I thought there was far too much for me to deal with anyway, the casket was also dispelled and Nagash ate 4 dice of power for later. The screaming skull catapult rekills a skeleton (aimed at my unicorn rider). In close combat the ghouls beat the waywatchers but I make the test on goblin leadership. Eddie kills the remains of the wolves and reforms to face the looming large unit of skeletons. The Varghulfs beat the Glade Guard but steadfast saves the day. The Warhawks win their battle with the Ghouls by 8 (much crumblage).Wood Elf 's , eh? |
It's ok guy's I think you got this |
Kissagram for nagash, but instead of kisses, it's arrows! |
In my turn my BSB came to his senses and rallied. All my ambushers arrive behind Nagash. The Wild Riders and Eddie charge the newly summoned skellingtons. Squawkie charges the Casket of Souls. The Dryads entered the big tower in the centre of the battlefield to mitigate the chances of getting routed by Krell's unit. I was looking forward to an awesome destructive magic phase. It turned out to be a 9 - 6 magic roll (Cuz Jason is awesome at magic). Long story abbreviated, I caused 1 wound with Flock of Doom and the wound was saved anyway. So my second assassination attempt on Nagash was in the shooting phase. Of the 20 odd shots I had on him, 5 wounds, 4 saves. This was going to be trickier than I thought! Close combat then. The lone Varghulf beats the Glade Guard but they don't break. The Warhawk Ghoul dance off is a draw. The Wild Riders/Eddie/Skellingtons combat was swift and brutal, the forces of order win combat by 15 destroying the entire unit allowing the Wild Riders to overrun into the Ghoul/Waywatcher combat. This combat went well (good job I sequenced this combats correctly) 6 Ghouls die for no dead elfs - a rare occurence in close combat considering Elven Armour usually consists of spider webs and children's dreams. Last combat was Squawkie vs the Casket of Souls. This didn't go well. Squawkie got his neck wrung by the unpleasantly competent crew.
People need to sit down while pictures are being taken because it results in me having to crop out a lot of peoples crotches! |
Turn Three
Only one undead charge this turn, Grave Guard into the Dryads in the Big Brother House hoping for an eviction. Magic was 11 - 8. Scrolled Vanhel's as I didn't like the idea. Half a dozen other spells were cast (unsuccessfully) until Protection of Whatsit (sorry, that was what was written in the notes) was cast on the Grave Guard. Shooting was off target. Close combat and the Glade Guard finally dealt with the final Varghulf. The Dryad vs Grave Guard eviction special was unsuccessful for the Grave Guard and the Warhawk/Ghoul war of attrition continued.
My third turn consisted of lotsa charges. My general charged Nagash. The Sisters of the Thorn and painted Glade Guard charged the zombies which contained the liche Priest. My BSB and unpainted Wild Riders charged some skellies, whilst my other Wild Rider unit, eagle and Glade Guard charged the zombies (see above picture). Magic Phase was good, 14 - 8. Then I started my next assassination attempt on Nagash. Three spells cast on my general were Pann's Impenetrable Pelt, Flesh to Stone & Shield of Thorns. Unfortunately what i didn't manage to cast was Savage Beast & Wyssans. The upshot of this magic phase was I now had a toughness 10 Elf General who now had the ability to crush rocks by smashing them into his gonads (temporarily at least). Shooting was largely uninspiring two Grave guard got skewered.
Zombie Tactica Chapter 1 - use them to tarpit with. |
Zombie Tactica Chapter 2 - this is a bad tactica |
Zombie Tactica Chapter 3 - ultimately being a zombie is about bringing people together |
Close combat was fun! The Warhawks vs Ghouls ground on. The Sisters & Glade Riders vs zombies was a win by 13 ensuring that unit crumbled to nothing. The BSB & Wild Riders vs skeletons was won by 12 so they crumbled away to nothing and the Wild Rider/Glade Rider/Eddie/Zombie fight was won by a massive 29 (in the picture above the counters represent combat res).
Game End - Nagash & the Elf General settle their differences over a nice cup of tea and complained about the smell of skaven lately |
Cool guys don't look at their armies exploding |
Conclusion
Well the pre game caveat of a spell being dispelled counting as unsuccessful was I think, unnecessary. Probably the large number spell lores gave way too much choice to the magic phase, in particular Nagash with 4 or 5 lores to choose from. So to be honest I'm still not 100% sure whether I love or hate End times Khaine magic. I suppose we will have to have a rematch and add another hour to allow for it next time. I will just leave the final words on the games notes written by Stuart:
Game End Impressed skeleton continues to be impressed by elves |
Game Called Due To Stupid.
Thanks for reading.
Cast
Jason; Hero Treehugger
Vinny: Villainous Treedespoiler
Stuart: Conscientious Scribe & Picure Narrator
Phil : Magnanimous Houseowner & Luck Changerarounder
Aaron : Cameo Role