Friday, 18 February 2011

BATTLE REPORT- Skaven vs Orcs & Goblins 2,500pts

It's here. The first (new) second battle report of the blog!

This game sees the Skaven take on the Greenskins in a 2,500pt Blood or Glory battle. Neither Mick nor I knew who we'd be facing, so we both took a balanced list. This game will lead onto the final 4-way game next week.

Micks army is fully painted, but mine, sadly isn't. Since I decided to redo it for 8th edition, there's some unpainted and unfinished stuff. Oh, and I apologise for the 'monstrosity' that is my Hellpit Abomination. Its represented by a chaos spawn on the base of what will be a Chaos War Alter when I ever get around to properly converting it. Really poor, but it did the job. My REAL A-bom is still awaiting delivery, two weeks after ordering ( grrrrtotalwargamergrrrr )

The armies comprised -

SKAVEN

  • Grey Seer
  • BSB 
  • Plague Priest
  • Engineer lvl1
  • Engineer 
  • 29 Clanrats, fc ( ratling gun )
  • 29 Clanrats, fc ( warpfire thrower )
  • 29 Plaguemonks, fc
  • 7 Cencer bearers
  • 40 Skavenslaves, mu
  • 20 Skavenslaves, mu
  • 7 Gutter runners
  • 7 Gutter runners
  • 7 Gutter runners
  • 3 Rat Swarms ( forgot to take and use them! )
  • Warplightning cannon
  • Doomwheel
  • Hellpit Abomination


ORCS and GOBLINS ( Mick may correct these yet )

  • Warlord on Wyvvern
  • BSB or Boar
  • Night Goblin Shaman Lord
  • Goblin shaman lvl 2 in chariot
  • 25 Orc Big uns
  • 25 Orcs 2 hand wpns
  • 25 Orcs 2 hand wpns
  • 30 Night Goblins ( 3 fanatics )
  • 10 Big un (?) Orc Boar Boyz
  • 1 Orc chariot
  • 1 Gobbo chariot
  • 2 Spearchukkas
  • 1 Rock Lobber
The scenario was rolled, and we got Blood and Glory. Mick won to pick table edge, and I won to choose who deployed first ( that'd be Mick )

Breakpoint was 3, with Skaven having Fortitude of 6, while Greenskins had 8!

Turn 1



The game started with some minor unit shuffling on my part. The A-bomb crawled forward a good distance to reach the greenskins side of the board, while the doomwheel moved closer to the slaves than Clan pestilens units. Then, skavenslaves positioned themselves to intercept the bigger units that would head my way. The three units of gutter runners moved into short range sling distance on the far flanks. 

The Magic phase started poorly. Very poorly in fact, when I rolled double 1's for winds of magic. 1 channeling dice was added also. The only spell I could muster was skitterleap on my nuke-engineer. I rolled well, and Mick failed to dispel it. The engineer was hurtled to a point behind the Big Uns across the table, ready to deploy his payload!

This turn, the Doomwheel managed to avoid firing it's deadly arcs of lightning, and similarly the warp lightning cannon managed to, well, not kill a single model in the 25 orc Big-Un unit. And despite being near touching distance from the elite boyz, the skitterleaped Engineer got a little giddy and threw his Brass orb way too far ( getting an 8" on the scatter die ). Bugger. That Big-un unit must have been blessed by Mork AND Gork this turn!

One unit of gutter runners on my right flank took out a spearchukka with their poison slings, and the other removed 2 wounds from the rock lobba. Unfortunately, the 'runners on the other side only managed to score one wound on the Orc chariot.

Micks turn, and he rolled for animosity. He was going to charge the A-bom with both the Orc chariot and the Boar Boyz, but typically ( he said it would happen! ), the Boar Boyz squabbled and refused to move. So the chariot went in alone. Back across to the other flank, a gobbo chariot charged a unit of night runners. They decided to stand and shoot... and killed it as it charged in! Unfortunately, their jubilation was short lived, as the Big Boss on Wyvvern also charged the same unit. Un-terrorized, they would have to stand and fight!
Magic was quashed, and shooting also failed to do anything for the greenskins.

The chariot bounced off the A-bom with it's impact hits causing no wounds, to which the creature took great offence and smashed it into the earth. It followed through this, failing to reach the Boar Boyz that lay behind.

Despite the gutter runners obvious ( and rare ) brave streak, their poisoned weaponry failed them in their hour of need and inflicted not a single wound. In return, six of their number were chopped and chewed by the lord on his monstrous steed, to which the remaining gutter runner took flight, only to be run-down.

FORTITUDE

SKAVEN 6     ORCS & GOBLINS 8


End of turn 1 shot

Turn 2




Again, not a particularly active turn. The only major movement for my skaven was the A-bom charging the boar boyz. They passed their terror check and awaited the combat to follow. Otherwise, the large slave block moved ever forward to meet the Big Uns, and the Gutter Runners attempted to find more targets. Oh, and the Doomwheel's random move left it just over an inch away from the Wyvvern! Lucky sod!

Magic. Lets say not a lot about that, other than I rolled really low again, and cast NOTHING! ( Where's all this dominating magic eh? )

Doomwheel, did NOTHING! Warp Lightning cannon got misfire on damage roll, and Doomwheel farted-out 3 feeble bolts of warp energy ( Str 2,2,4 ) at the Boss on Wyvvern racking up a damage tally of NOTHING!
Finally, the A-bom unleashed a flurry of attacks and wiped out the boar boyz, then turning to face it's next target.

In the Greenskin turn, the Wyvvern and Boss glided away from the 'menacing' doomwheel to face the flank of my army. Also in an attempt to halt the rampaging abomination, a unit of 2 hand weapon orcs turned to face the threat of yet another charge from the beast. And wouldn't you know it, the Night Goblins moved to within 8" of the large slave block, and out popped 3 fanatics! Only 1 reached the unit killing 3. Oh and the BSB on boar moved out of the Big Un unit to the rear.

Magic was a non-issue again for the greenskins, and shooting didn't yield anything either.

With no combats to resolve, turn 2 was done.

FORTITUDE

SKAVEN 6     ORCS & GOBLINS 7

After the Doomwheel failed miserably to inflict any Warp Lightning hits,
the Orcy Boss on his Wyvvern flew to harass the Skaven flanks...

Turn 3


The game was now coming to its mid-point, and it was obvious we both were employing the same tactic. Keep our banner units back, and let the big stuff do the munching!

On my left flank, the A-bom charged the nearest unit of orcs, while the doomwheel turned and made a charge into the side of the Wyvvern! Elsewhere, the gutter runners moved into better positions, and the cencer bearers turned to face the mighty winged beast, as did the plague monks.

The winds of magic were average, and the only spell to be cast yet again was skitterleap, this time on the other Engineer, who was transported to the flank of the other orc unit.

As has become usual now, the warp lighting cannon yet again failed to do anything. Then, the skitterleaped engineer fired his Doomrocket across the orcs towards the centre of the big uns. Obviously a little giddy from the magical movement spell, the engineer overshot slightly, and hit the night goblins beyond! Causing a good 10 wounds, the night goblins failed their ld check ( with re-roll for BSB ) and fled. The gutter runners near the A-bom caused a wound on the unengaged block of orcs, and the other unit near the hill fired at the orc BSB who had left the Big Uns last turn. The distance must have been just a little too far for them, as they failed to cause a wound. And....Booom!!! the warpfire thrower near the large slave block unloaded it's deadly gout of flame... all over itself! It popped, and took out three nearby slaves as well.

Combat, and the A-bom yet again was devastating, killing many greenskinned orcs, beating them, and chasing them down. Across the battlefield, the doomwheel cause the odd wounding impact hit on the wyvvern but, surprise, it's first bolt discharged into combat misfired! This removed all but 1 of its wounds! The orcy boss then saw it off with a mighty blow from his great axe.

In the Orc turn, the Wyvvern and it's rider moved on, charging into the censer bearers. Unlickily, the orcs facing the A-bom failed their animosity, thus losing the charge they were about to declare into it's exposed flank.

Magic again was no great shakes for the shamen, and the lone bolt thrower missed whatever target it had picked.

In to the combat phase, and the Orc boss on his flappy steed took a wound from the censers, as did the wyvvern. In return, all the censer bearers were destroyed. He then moved on from this trifling tussle into the plague monks to finish the turn.

FORTITUDE

SKAVEN 6     ORCS & GOBLINS 6

Turn 4



The turn it all kicked-off.

Charges, and the A-bom lurched into the side of the unit of Big Uns, while simultaneously the large slave block just about made the charge into the same foe. The smaller slave block started to move around the wall and readied itself for a charge next turn into the Orc boss and wyvvern, just to help pin it down for a while longer at least. Last thing I wanted was that beating the plague monks and slamming into my main block with the Grey Seer, BSB and standard!

Winds of magic again blew poorly, and spells came to nought.

In the shooting phase the warp lightning cannon didn't even bother to fire, as at the rate it was going, it was more likely to kill itself than anything else. Not that there was much to shoot at anyway! The gutter runners though popped-off shots at the orcs on my left flank, and the chariot with a shaman in on the right ( near the bolt thrower ). The orc boys took a few wounds, but the goblin shaman was unlucky, and was slain by a hail of poisoned slingshot.

The main tussle was fought, and the A-bom destroyed half of the big-un unit, with the slaves losing a couple of ranks in return. A win for the skaven side, but the Big Uns held firm. Deep in skaven territory, the Wyvvern and it's master a good 2 ranks of plague monks, and only took a single wound back on the beast. Steadfast saved the day, and the monks were in the game for another turn.
The greenskin phase started with a counter charge into the A-bomb's flank from the unit of 2 hand weapon orcs. The night goblins that were not far from fleeing the battlefield suddenly rallied! bugger! Thought I was gonna have a banner there... oh well.

Magic wasn't up to much this turn ( again! ), and shooting from the bolt thrower did nothing either.

The combat with the A-bom was bloody. The big uns were wiped-out to a man, and the orcs who'd charged this turn took quite a few casualties as well. Some slaves were killed, but there were a few fluffed dice, and a couple of poor LD checks later saw the BSB and the orc unit flee, losing their standards, and in doing so, ending the game.
FORTITUDE

SKAVEN 6     ORCS & GOBLINS 3


AFTERTHOUGHTS

Well, a win for the Skaven. And a good battle. 

All the way through, the tactic for both of us proved to be the same...sit the banners at the back and pick at the enemy with heavies. I would have included "magic and shoot each other to death", but diabolical rolling for both meant the game relied on combat for the wins.

So, Blood and Glory. Strange, as unless we both playing the scenario totally wrong, the style of play it encourages seems at odds with the title!

Thanks for looking in,
Peegore








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