Skaven vs Vampire Counts 1,250 points
In Round Four, I was drawn against Iain Wilson with his Skaven. Iain has had three straight wins out of three, so I knew that this was not going to be an easy game. Nonetheless, I was looking forward to it.
Anyway, here's the battle report as best as I can remember the details.
The Forces
Skaven
Off the top of my head, this is what Iain had in his Skaven army.
Plague Priest (General) Level 2 - Lore of Plague
Chieftain (Battle Standard Bearer)
Warlock Engineer (Level 1 Wizard - Lore of Ruin)
Warlock Engineer (non-spell caster)
Two units of about 40 Skavenslaves
A Clanrat unit of about 25 with shields and full command
A Clanrat unit of about 25 with just full command (no upgrades)
Poisoned Wind Mortar
Warpfire Thrower
Two Warp Lightning Cannons
Plagueclaw Catapult
Vampire Counts
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The latest addition to the army. |
Gotred Onjur - Master Necromancer (General - Level 4 - Lore of Vampires)
Mounted Vampire - Level 1 - Lore of Death
Vampire - Level 1 - Lore of Vampires
5 Dire Wolves
20 Skeleton Warriors with full command
20 Zombies with standard bearer
20 Zombies
7 Black Knights, fully equipped (i.e. lances and barding)
Spirit Host
Deployment
The Plague Priest got Wither and Cloud of Corruption for his spells. The Warlock Engineer took Warp Lightning.
Gotred the Necromancer had Invocation of Nehek, Vanhel's Danse Macabre, Raise Dead and Curse of Years. The Vampire on foot had Wind of Death. The mounted Vampire took Spirit Leech.
The Skaven deployed the two blocks of Skavenslaves in the centre, flanked on each side by a Clanrat unit and its accompanying weapon team. The war machines took up position near their right corner, with the Poisoned Wind Mortar nearby. A Warlock Engineer went in each Clanrat unit, and the Plague Priest and Warlord went in one of the Skavenslave units.
For the Vampire Counts, the Dire Wolves took up position on the right flank while the rest of the army was huddled partially behind a large piece of impassable terrain. The mounted Vampire and the Black Knights were fairly central but facing a swamp. To their right, just within the Master Necromancer's march bubble, were the Skeleton Warriors who were facing a forest. Gotred himself had a Zombie bunker for company. The other Zombie unit took up position to the left of the impassable terrain with the Spirit Host just behind them, ready to head towards the war machines. Into this unit went the Vampire on foot.
The Battle
Turn One
After vanguarding my Dire Wolves towards the Clanrats and the Warpfire Thrower on the right side
of the battlefield (from the Vampire Counts perspective), the Skaven won the roll for the first turn. The Skaven chose not to advance, and were out of range for using any magic. The war machines proceeded to bombard the Zombie bunker with the Master Necromancer, being able to partially see through gaps in the impassable terrain for targeting. and reduced the unit to about eight Zombies and the Master Necromancer.
In the Vampire Counts turn, the Dire Wolves attempted a charge into the Warpfire Thrower but failed by one inch. The Skeleton Warriors marched forwards so that two of the Skeletons were in the forest, which turned out to be a Venom Thicket. Both Skeleton Warriors passed their Dangerous Terrain tests.
In the Magic phase, the mounted Vampire cast the boosted range version of Spirit Leech at the Plague Priest. The Plague Priest used all of the dispel dice to attempt to stop it but failed. In the dice off, the Plague Priest took one wound (and I forgot to roll for Life Leeching). The Master Necromancer then cast Invocation of Nehek, adding about fourteen Zombies to his unit so that it was now slightly bigger than before the bombardment.
Turn Two
In the Skaven's Magic phase, the Warlock Engineer tried to cast Warp Lightning at the Dire Wolves
but it was easily dispelled. In Shooting, the other Warlock Engineer fired his Doomrocket towards the Black Knights, which landed appallingly short. One of the Warp Lightning Cannons misfired, spinning around and firing off the board. The other managed to hit the back of the Black Knights unit, slaying three of them. The Plagueclaw Catapult got a direct hit on the mounted Vampire but failed to cause any wounds to his unit. The Poisoned Wind Mortar fired at the advancing Zombies and was wildly off target. The Warpfire Thrower got a good range and managed to hit three of the Dire Wolves, but only managed to slay one.
The Dire Wolves charged into the Warpfire Thrower. In Magic, the Master Necromancer raised a new unit of Zombies on the edge of the marsh, with the idea of using them to divert any charges by the Skavenslaves. The Dire Wolves made short work of the Warpfire Thrower and reformed to face the nearby Clanrat unit.
Turn Three
The Skaven were now beginning to suspect treachery in their ranks. The Plague Priest failed to cast
Wither at the Black Knights, quickly ending the Magic phase. The Warp Lightning Cannon that could fire had its shot land hopelessly short of the Black Knights, the Plagueclaw Catapult was suspiciously off target and the Poisoned Wind Mortar's shot landed nowhere. Only the Clanrats on the right achieved anything by charging and destroying the Dire Wolves that had taken out their Warpfire Thrower.
In the Vampire Counts turn, the Vampire in the Zombie unit leapt out to charge the Poisoned Wind Mortar, which took a Stand and Shoot reaction, scoring a direct hit on the Vampire, and failing to wound anything. The Vampire, having Flying Horror, easily made his charge.
In the Magic phase, the Master Necromancer attempted to cast Invocation of Nehek to bring the Black Knights unit back up, needing a 12+, but failed to cast with four dice!
In combat, the Vampire chopped up the Poisoned Wind Mortar and overran, but only rolled 5 inches for his overrun, an inch short of one of the Warp Lightning Cannons.
Turn Four
Another poor round for the Skaven. Magic was fairly uneventful. The Plague Priest cast Wither on
the newly raised unit of Zombies, reducing them to Toughness 2 and Warp Lightning from the Warlock Engineer at the Skeleton Warriors was dispelled.
In Shooting, two of the war machines misfired, but didn't suffer any severe mishaps, being unable to fire this turn. One of the Warp Lightning Cannons managed to take out two more Black Knights, reducing the unit to just the Vampire, Hell Knight champion and the standard bearer.
The Vampire on foot charged the Warp Lightning Cannon on the right. The Spirit Host attempted a fairly long charge at the other Warp Lightning Cannon and failed, parking itself right in front of the Clanrats unit. This meant that the Zombies now had to turn to face the Clanrats to avoid being flank charged after an overrun.
In the Magic phase, the mounted Vampire cast the boosted range Spirit Leech at the Plague Priest and got Irresistible Force. The Vampire put two wounds on the Plague Priest, who failed both of his ward saves and was slain. The resulting miscast was a Calamitous Detonation, putting a wound on the Vampire (and I forgot that he had a ward save) and destroying the remaining two Black Knights.
The Vampire on foot slew two of the Warp Lightning Cannon crew and the war machine broke and was destroyed. The other Warp Lightning Cannon failed its Panic test, stopping it from firing on the Skaven's next turn.
Turn Five
The Clanrats on the left charged into the flank of the Spirit Host. The Warlock Engineer, being the
only spellcaster left after the demise of the general, attempted to cast Warp Lightning at the Skeleton Warriors but failed to cast. The Plagueclaw Catapult launched a shot at the mounted Vampire but was suspiciously off target.
The Clanrats lost one of their number to the Spirit Host, but easily crumbled it with combat resolution and overran into the Zombies.
In the Vampire Counts turn, the Vampire on foot charged the remaining Warp Lightning Cannon. The mounted Vampire marched away to put some distance between himself and the Plagueclaw Catapult. In hindsight, it would have been better to keep him close to the Master Necromancer so that he could get healed from his Lore of Vampires spells, but I think he was looking to Spirit Leech off another character.
In Magic, the Master Necromancer raised another unit of Zombies and added to both his own unit and the newly raised unit with Invocation of Nehek.
The Clanrats whittled the Zombies they were fighting down to about nine between casualties inflicted and combat resolution. The Vampire slew the entire crew of the Warp Lightning Cannon and overran into the Plagueclaw Catapult.
Turn Six
The Warlock Engineer had the mounted Vampire just in range to hit with Warp Lightning. He cast
the spell successfully though not Irresistibly, and, totally forgetting that I still had a Dispel Scroll, thought I could easily dispel it and failed. The Vampire took two wounding hits and armour saved one of them. Luckily, by now I remembered (or rather looked at my roster sheet) that he had a Talisman of Preservation and made the ward save.
The Clanrats took the Zombie unit down to just one remaining after combat resolution. The Vampire fighting the Plagueclaw Catapult only managed to kill one of the crew. However, the remaining crew failed to get any wounding hits, failed their Break test, and the machine was destroyed.
In the Vampire Counts last turn, the Skeleton Warriors attempted a long charge at the Clanrats unit
on the right, which they failed, needing a 12. The Zombies on the edge of the swamp charged the unit
of Skavenslaves with the Chieftain in it, hoping to get a lucky kill (yeah right).
In Magic, I had something like nine dice to five and made two channels. After seeing two 6's, I decided not to take any chances of miscasting and skipped the rest of the Magic phase.
The Zombies in combat with the Clanrats and Skavenslaves were wiped out without inflicting any casualties.
End of Game
We totted up the points and the Vampires scored 680 points to the Skaven's 357. A victory to the Vampire Counts, though not quite a crushing victory. It could easily have gone the other way, especially if the mounted Vampire hadn't made that last ward save.
We both thoroughly enjoyed the game. I have to admit that before the game I was somewhat daunted by the fact that Iain had had three straight wins so far and was expecting him to have a few tricks up his sleeve (assassins and so forth). I was even expecting to see a Grey Seer and/or a Hellpit.
My star performer in the game has to be the Vampire on foot, who single-handedly destroyed all the war machines and earned double the points he cost. Unfortunately, he is now getting a taste for rat blood.