Another dive back into fantasy, but I really wanted to try out my undead horde so I broke out the vampire counts. My friend has been having some success with his skaven force so I tested out my list against him. The game was battle for the pass, with 2000 points.
The Armies
Vampire counts
Lords – 295
Master Necromancer –
295 (General)
level 4, lord of the
dead, Talisman of Preservation, Earthing rod, Iron cure Icon
[Invocation of Nahek,
Vanhels dance Macabre, Hellish vigour, Cure of years]
Heros – 455
Necromancer – 140
Level 2, rod of flaming
death
[Invocation of Nehek,
gaze of nagash]
Necromancer – 125
Level 2, Book of Arkhan
[Invocation of Nehek,
raise dead]
Banshee – 95
Banshee – 95
Core – 860
40 Ghouls – 400
20 Zombies – 60
20 Zombies – 60
5 Dire wolves – 40
5 Dire wolves – 40
21 Skeletons – 135
full command
20 Skeletons – 130
full command
Special – 385
30 Grave guard – 385
Full command, screaming
banner
Total: 2000 points
Skaven
Greyseer – 440
screaming bell, level
4, talisman of preservation (death frenzy, crack skull, plague, wither)
Chieftain – 72
bsb
Warlock engineer –
150
doom rocket, warp
energy condenser, level 2 (warp lightning, scorch)
20 clanrats – 90 (bsb
joins these)
41 clanrats - 270
full command, warp fire
thrower team
37 skaven slaves - 74
41 stormvermin - 455
full command, razor
standard, poison wind mortar.
5 wolf rats - ???
4 Rat ogres – 128
Doomwheel - 150
Warplightning cannon -
90
The
Mission
We roll
for the mission and get battle for the pass. It could be worse,
especially if the skaven had more shooting. The vampire counts manage
to win the roll for deployment zone, but the skaven win the roll for
deploying, and elect the vampire to start setting up first.
Deployment
for my vampires ends up with both units of dire wolves on the flanks,
then zombies closer to the middle. On the right the grave guard back
up the zombies. In the centre of the table are are skeletons and to
their left the other unit of skeletons. I place the master
necromancer in the centre unit of skeletons, a necromancer in the
left unit of zombies and the other in grave guard. The banshees join
the same units as the necomancers.
The
skaven deployment has the rat ogres on my right, the wolf rats on the
left flank. The greyseer joins a horde of clanrats in the middle of
the table with the bsb and small unit of clan rats behind them. The
warp lighting cannon is on the right behind the ogres. On the left
behind the woods the stormvermin and warlock deploy. The slaves and
doomwheel are on the right of the greyseer.
After we
are deployed I end first and get +1 to the roll for first turn.
Before anything else happens we both move our vanguard moves. Which
is the dire wolves for the undead.
And with a 6, the vampire counts win the roll to go first.
The
Battle
Vampire
counts turn 1
In the
movement phase the dead shamble forwards. Every one is within 12 of
the general they are able to march except for the dire wolves, which
on the left get in the way of the wolf rats and on the right move in
front of the rat ogres.
Magic
phase and its 8 power dice to 5. Delving into the winds of magic, the
master necromancer manages to cast invocation and raises 10 skeletons
in his own unit, and 7 in the other. Both other necromancers attempt
to cast spells but they get shut down my the skaven.
Skaven
turn 1
Unsurprisingly
the rat ogres charge into the dire wolves on the right and the wolf
rats charge into the dire wolves on the left. The doomwheel pushes
straight towards the undead line and the rest of the rats follow
slowly.
Magic and
its 8 power vs 6. First the bell is rung and it emboldens all the
skaven around it, acting like a bsb. The engineer casts scorch on the
ghouls and I fail to stop it, killing off 9 of them. The greyseer
then uses its foul magic to plague the ghouls, killing off 8 ghouls.
But I stop wither on the grave guard.
Doom
rocket phase... the engineer really hates the ghouls and he fires his
doom rocket. He manages to get a great hit and kills off 7 of them.
The poison wind mortar also targets the ghouls but it scatters off.
18 of the grave guard die to the warp lightning cannon who gets a
perfect hit at strength 8. thankfully the doomwheel misfires and
wounds itself.
Combat is
over quickly with the rat ogres murdering the dire wolves and
overrunning past the zombies on the right. On the left 2 dire wolves
die to the wolf rats and the rest crumble.
Vampire
counts turn 2
With the
doomwheel right in front of them the grave guard charge into it.
Every one else moves forwards with the zombies getting ready to
charge the wheel next turn.
The winds
blow lightly this turn as its 6 vs 4. I try to force him to use some
dice by rolling 1 die for the rod of flaming death on the big unit of
clan rats, but I roll a 2 and fail to cast it. So I then try to cast
invocation with the master necromancer and the necromancer on the
right but both get stopped by the greyseer.
My first
shooting phase and I get exited, the banshee on the right screams at
the doomwheel and take 2 wounds off it!
In close
combat the grave guard lose 2 models but win thanks to my musician
and the wheel holds its ground.
Skaven
turn 2
With the
wheel possibly in trouble the skaven slaves are force into charging
in and helping out. On the right the rat ogres reform ready to charge
into the combat next turn. The wolf rats start to move to flank
around to get back into the fight next turn as well. The warlock
leaves the stormvermin and goes it alone. On the right the skaven
move forwards a little, and the warp fire thrower moves into the
woods.
Still
blowing weakly, the magic phase is 5 vs 3. The bell rings out and
scorches the zombies on the left but I stop it. The seer casts death
frenzy on the skaven slaves which I let though but I stop warp
lightning.
The
cannon fires at the ghouls but it over shoots, and hits 2 ghouls and
19 skeletons. No ghouls die and 15 skeletons explode. The doomwheel
kills off 2 grave guard in combat. Firing the poison mortar, they hit
the zombies and kill off 5.
In combat
the slaves manage to kill off 3 grave guard, and the guard fail to do
any damage. Calculating combat resolution and the guard crumble to
dust, allowing the slaves to overrun. 5 skaven slaves die to death
frenzy.
Vampire
counts turn 3
With the
doomwheel now on its own, the zombies charge its flank and the ghouls
charges into the clanrats with the bell. Again every one else move
forwards ready to take the charges.
Finally
the winds blow strong, with 11 power dice to 6 dispel. The master
necromancer casts invocation on 16+ and raises a lot of new models.
The ghouls gain 7 models, the skeletons get close to starting
strength. I then try to cast dance macabre on the ghouls on 2d6 and
get snake eyes... no more master necromancer this turn for me. The
rest of the necromancers attempt to do what they can and they are all
stopped.
Unfortunately
this turn both of the screams fail to do anything.
In combat
the fight between the zombies and the doomwheel is rather dull, as
neither side deals any damage but the zombies win and the wheel runs
away! Unfortunately the wheel escapes. The ghouls vs clanrats with
screaming bell, as the rats are faster they go first and kill off 6
of the ghoul. They attack back but only do 3 wounds and put a single
wound on the greyseer. I lose and the ghouls crumble, and at the end of it all, i only have the banshee left.
Skaven
turn 3
On the
left of the board the stormvermin charge though the woods right into
the zombies in front of them. Chasing after the wheel didn't get the
zombies far enough way and they get charged in the rear by the rat
ogres. The doomwheel rallies and we aren't sure if he then has to
move it thanks to random movement. So we roll it off and it comes up
as being able to move, so goes towards the skeletons charging them.
Magic
phase and its 9 vs 6. Ringing the bell starts with emboldening all of
the skaven again. He casts wither on the ghouls which I let though,
he then plagues them which I attempt to stop but fail to stop him.
They all die to plague, I fail every single roll.
Firing
the warp flame thrower at the skeletons, he gets a rather clean hit
killing 8. The poison wind mortar targets them as well but only kills
off 2 more. The warp fire cannon tries to target skeletons as well
but over fires only killing 2 and manages to kill off a wolfrat.
Combat
and the rat ogres murder 10 of the zombies and they do no damage
back, so they crumble. The stormvermin cut down so many of the
zombies after combat resolution I am just left with the necromancer
and a single zombie. The banshee does nothing to the clanrats, and they can't hurt her, but she crumbles to static combat resolution. Finally the doomwheel vs skeletons ends with the
wheel killing 4, and I lose combat by 1. End of the turn and 6 skaven
slaves die from death frenzy.
Vampire
counts turn 4
With its
flank open, the other skeleton unit charges into the side of the
doomwheel. I don't really have anything else left.
Magic is
9 vs 7 and I try to cast curse of years on the greyseers unit but it
gets stopped. I then try to cast invocation and that also gets
stopped as I roll stupidly low on my dice.
Combat,
and the stormvermin cut down the necromancer and single zombie with
ease and reform to see the skeletons. The skeletons vs the doomwheel,
I do 2 more wounds to it, reducing it to 1 wound , he loses combat by
4 but still holds with a double 1! not cool rats.
Skaven
turn 4
At this
point, I'm in trouble and he multi-charges my two units of skeletons
with everything.
He casts
death frenzy on the storm vermin.
In combat
I lose everything.
Well I
have nothing else left on the table so that's a win to the skaven.
Victory
to the Skaven.
Post-Battle
Well that
went very differently that I expected. I though I had enough bodies
and magic to bring the hordes back up after the casualties come my
way. The skaven did a lot more damage in combat that I expected them
to, I guess thats because undead suck in combat with out support.
That's fine, what isn't fine is that I relied on the magic phase far
too much and it bit me in the ass.
By having
so many necromancers and relying on them to boost my numbers and make
my troops able to kill stuff. I also brought some bound items to help
if I didn't get many power dice, but that back fired as well. The
magic phase is a fickle thing, and by its nature and purpose that's
what its meant to be like, so I can't really blame that. I should
have gone with a much more hitty army but that's the models that I
have available to me.
Glad to see some fantasy. Wish I got to play that more. Seems like you hit the nail on the head in your after action and you need a little less reliance on magic. A vampire lord that still knows some spellcraft might make a better general, since he'll be able to fight too.
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