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 Revenge Of The Doomlord
Sandy
Posted: Aug 20 2012, 02:28 PM


Skeleton Warrior
*

Group: Nehekharan
Posts: 70
Member No.: 3,969
Joined: 20-May 11



REVENGE OF THE DOOMLORD

My opponent and I decided to re fight a very old scenario from Warhammer 4th edition that appeared in the Undead army book
and featured in a battle report in White Dwarf 174.

It features an Empire village trying to hold out against Undead attackers until the reinforcements arrive,
and features two battles being fought simultaneously on two separate boards.
For those interested, the original scenario rules can be found here:

Revenge of the Doomlord

The battlefields were set up as follows.

Village of Beeckerhoven.
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Skirmish Map

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Due to the changing rules sets between 4th and 8th edition, we had to come up with several house rules
to make sure that the scenario was not unbalanced and could still be enjoyed by all.

First and foremost, the Undead army would have to come from the Vampire Counts army list,
as this was the closest thing to the original Undead army list.
Units were chosen as near as possible to those in the original army list,
including magic items, as close as possible to the original points values.

The notable changes are that

-Dieter Helsnicht as a Necromancer Lord, is now far weaker than his 4th edition incarnation,
and his Manticore mount has to come from the Storm of Magic rules. He will have to pick his fights carefully.

No Undead artillery! Spirit Hosts will take their place.

No Undead chariots! A Black Coach and Mortis Engine will replace them.

No Carrion! Fell Bats will take their place.

No Undead horsemen! Black knights will replace them.

So with a few tweaks here and there, the Doomlord’s army was assembled.

Doomlord's Army
---------------
LORDS
(DH) Dieter Helsnicht - Necromancer Lord with Lore of Necromancy.
General. Level 4 upgrade, Master of the Dead.
Riding Manticore with Iron Hard Skin.
Rod of Flaming Death, Dispel Scroll, Talisman of Endurance.
Spells: Invocation, Vanhels Danse, Hellish Vigour, Raise Dead.

HEROES
(V) Vrax the Despoiler
Wight Lord on Skeletal steed, with Wight blade, heavy armour, shield.

(BH) Black Helm
Wight Lord with heavy armour, shield.

(PU) Prince Ungor the Depraved
Wight Lord with heavy armour, shield.

(BSB) Battle Standard Bearer
Wight Lord on Skeletal Steed with heavy armour, shield. He carries the Banner of the Barrows.

CORE
(Z) 35 Zombies, standard, musician. They are led by Prince Ungor.

(S) 45 Skeletons with hand weapons, light armour and shields. Standard, musician, champion.
They are led by Black Helm. They carry the Screaming Banner.

(G) 20 Ghouls. Ghast

(DW1) 5 Dire Wolves

(DW2) 5 Dire Wolves

SPECIAL
(BK1) 5 Black Knights. Lances, heavy armour, shields. They are led by Vrax the Despoiler.

(BK2) 5 Black Knights. Lances, heavy armour, shields, Standard, Musician, Champion.
They are led by the BSB.

(FB) 6 Fell Bats

(SH1) Spirit Host

(SH2) Spirit Host

RARE
(BC) Black Coach

(ME) Mortis Engine, Blasphemous Tome.


Next we went through the three Empire armies of Nordland, Kislev and Middenland and picked units as close a possible
to the original forces for the scenario.

Empire Defenders - Nordland Contingent
---------------
LORDS
(EM) Einrich Moltke, Elector of Nordland.
General. Full plate armour, shield, Runefang, Opal amulet.

HEROES
(BSB1) Nordland Battle Standard Bearer.
Captain. Full plate armour, shield, Battle Standard.

(W) Wizard - Gunter the Grey. Lv 2 upgrade, Lore of Shadow.
Spells: The Withering, Okkam’s Mindrazor.

CORE
(NH) 25 Nordland Halberdiers, Full command. They are joined by the General and BSB.
(C1) 5 Crossbows - Detachment. They are joined by the Wizard.
(C2) 5 Crossbows - Detachment

SPECIAL
(P) 5 Pistoliers

(GC) Great Cannon

RARE
(HVG) Hellblaster Volley Gun


Skirmish force - Kislevite Contingent

----------
HEROES
(GK) Grigor Kiryakin
Captain with full plate, shield, barded warhorse. He carries the Sword of Striking and Talisman of Protection.

CORE
(WL) 10 Winged Lancers. Knights with full plate, shields, lances, barded warhorses- Full command.
They carry the Steel Standard.

Reinforcements - Middenland Contingent

--------------
LORDS
(LM) Lothar Mitternich, Elector of Middenland.
General. Full Plate, shield, barded warhorse. Ogre Blade.

(WL) Wizard Lord Helmut Tote. Lv 4 Upgrade. Barded warhorse. Lore of Death.
Spells: Spirit Leech, Fate of Bjuna, Caress of Laniph, Soulblight.

HEROES
(BSB2) Middenland Battle Standard Bearer
Captain. Full plate, barded warhorse, he carries the Wailing Banner.

CORE
(KWW) 10 Knights of the White Wolf
Inner circle Knights with Great hammers, full plate armour. Full Command. All characters go here.

(MH) 30 Middenland Halberdiers - Full command
(A) 10 Archers- Detachment

SPECIAL
(G) 10 Greatswords.

RARE
(LoH) Luminark of Hyish

(ST) Steam Tank


We decided that the scenario rules for the Steam Tank made things a bit too random so we allowed the Empire general
to take one Steam Tank at full cost, but it would not be able to deploy before turn 3.

We would also use the standard rules for Victory Points, and Reinforcements, so no charging for troops that deploy after turn 1!

We played through a test game to see how the scenario played out, and it was immediately apparent that the Empire cannon
had the potential to end the battle before it began, when a lucky shot took out the Doomlord and his Manticore on turn 1,
before the Undead rolled a dice.
Obviously this would be a pointless battle to write up, so we introduced another house rule for the main game.
Cannon house rule - a bouncing cannon ball that bounces through a ridden monster will only ever hit the monster ridden by the character.
However a cannon ball that lands on a ridden monster before bouncing must roll to randomise whether it hit’s the rider or character,
and will not hit both.

In fact we liked this rule so much that we may implement it in all out games from now on to encourage the use of ridden monsters.

We also decided that Victory points would be scored separately for the Manticore and the Doomlord to redress the balance somewhat.

To claim a clear victory, the Undead must score 250 points above the Empire,
while the Empire must score 300 pints above the Undead (this represents 10%) of the armies total points..

One last house we always use is that Lances grant +2 Initiative on the charge.

So with a few creases ironed out, we set up to re play Revenge of the Doomlord!

Beeckerhoven
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The Nordland contingent set up first, with the Halberdiers, General and BSB holding the centre of the village behind a stout wall.
To the right the artillery pieces took up position behind another wall, while on the left crossbowmen and the wizard populated the houses.
On the far left the Pistoliers deployed ready to sweep round and outflank the Undead.

The Doomlord’s army then deployed, with Ghouls and Fell bats on the left ready to sweep away the defenders.
The Skeletons deployed centre left in column, with the Mortis Engine guarding their rear from possible Kislevite reinforcements.
In the centre loomed the Doomlord of Middenheim on his corrupted Manticore. In the vanguard were two units of Dire Wolves,
ready to rend and tear the artillery crews in the distant village.
Centre right were the Black Knights with BSB and a sinister Black Coach. Far right, the Spirit Hosts and Zombies were deployed
to intercept any Middenland Reinforcements.

Skirmish Map
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A few miles to the north, Grigor Kryakin and his proud Winged Lancers deployed in a narrow pass between the Salz river and the Grey Ridge Hills.
Blocking their path to Beeckerhoven were Vrax the Despoiler and his bodyguard of Wight Cavalry.


Vanguard moves
The Pistoliers raced out of the village and up the Empire left flank, while the Dire Wolves loped forwards towards the cover of the woods.


With a roll of the dice, the Empire took the first turn.

Turn 1 Empire

Beeckerhoven Map
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Movement: The Pistoliers cantered forwards to bring the Undead into range.

Magic: Gunter the Grey proved no match for the Doomlord and his magics were easily dispelled.

Shooting: The Pistoliers targeted the Ghouls, but none of the tough cannibals were felled.
The Crossbows in the village picked out the advancing Dire wolves and killed one.
The Helblaster let rip but suffered a malfunction and could only bring down two more Wolves.
The Great Cannon lived up to its name and fired a shot directly at the Doomlord, knocking Dieter Helsnicht clean off his Manticore.
The gunners cheered, but their jubilation was cut short when the Necromancer picked himself up and climbed back atop his steed,
grievously wounded but not yet dead!

Skirmish Map
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Grigor and his Winged Lancers advanced into charge range of the Undead, their lances couched tightly.
He had to get through the enemy to reach his comrades, so there was no point in delaying.


Turn 1 Undead

Beeckerhoven Map
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Movement: The Dire Wolves, urged onwards by the Dark magic emanating from Dieter Helsnicht, sprinted towards the Empire guns,
passing through a Blood Forest on their way.
Fell Bats, Ghouls, Skeletons and Black Knights all headed for the village at full pace.
On the left, The Mortis Engine rolled forwards towards the Pistoliers, while the Black Coach took up position at the rear.
On the right, the Spirit Hosts and Zombies headed downhill towards the Empire lines.
Dieter took to the air on his Manticore and flew towards the Pistoliers, trying to get out of sight of the Cannon.

Magic: With a harsh command, Dieter Helsnicht forced a spell past the feeble defences of the Empire wizard
and urged his Skeletons to march forward with increased speed.
The evil magic also restored his vitality.
Laughing insanely, he continued the magical assault by summoning dead peasants to claw their way up from the village cemetery
and form ranks in front of the shocked defenders.
Now fully healed, there was nothing to stop the Doomlord unleashing his full powers,
sending a bolt of fire from his Staff of Flaming Death into the Pistoliers.
One brave soul was incinerated, but the others mastered their fear and held fast.
The flames lapped at their steeds, preventing them from moving further without risk of injury.


Skirmish Map
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Charge! The Wights thundered into the Winged Lancers, who held fast,
while Vrax pointed his Wight Blade at Grigor and engaged him in single combat.

Grigor was unafraid and calmly met the Wight King with cold steel. Blades flashed and danced as Grigor cut through Vrax’s defences,
but the Undead monster was too strong and came through unscathed.
In riposte, Vrax’s Wight blade cut through Grigor’s cuirass, and immediately, the evil blade drained the life from the Kislev Hero.
Grigor fell dead to the ground, and Vrax charged onwards to crash into the flank of the embattled Winged Lancers.

The Black Knights, joined by Vrax, crashed into the Winged Lancers, but the doughty Kislevites helm firm and turned the
evil weapons of the enemy aside with their shields.
In response, man and warhorse fought to topple the Undead cavalry, but the Wights proved too powerful and would not fall.
Then a savage kick from a skeletal steed caused one warhorse to buck and shy,
tipping a brave Lancer into the mud where he was trampled underfoot.
This was enough to turn the balance against the Kislevites, who ran for their lives.
The Wight cavalry failed to catch the fleeing men, while Vrax had to content himself with grinning as only a skull can,
denied the chance of further pursuit.


Turn 2 Empire
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Movement: Einriche Molkte took direct action and charged out of his Halberdiers to intercept the approaching Dire Wolves.
Everyone else held firm.
Once again Gunter’s shadow hexes were dispelled by the Doomlord’s power.
In shooting, the crossbows took down more Dire Wolves as they emerged from the forest,
before the Helblaster blew the remainder to pieces.
The cannon tried for another shot at the Doomlord, but in their haste the gunners mis-primed the charge and the cannon failed to shoot,
smothering the crew in thick stinking smoke.
The Pistoliers took aim at the Necromancer Lord approaching them but the Doomlord and his beast proved too powerful to injure at this range.

In combat Einrich Molkte cut down the two Dire Wolves threatening his artillery with ease.

Skirmish Map
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The Kislev Winged Lancers rallied and turned again to face the Undead.


Undead turn 2

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Movement: The Mortis Engine hummed with dark power and lurched forwards towards the Pistoliers, who passed the Terror test,
then elected to feign flight and outrun the contraption.
The engine ground to a halt, and chunks of gothic architecture fell from its frame as the power within proved too much.
Moaning with hunger, the Raised Dead ran towards the house containing the nearest crossbowmen,
unperturbed by the few bolts that struck their dead flesh as they approached.
Fell Bats swooped forwards and descended upon the hapless cannon crew, who were still covered in smoke.
Elsewhere the general advance continued, with Skeletons and Ghouls racing forwards towards the village,
while Black knights galloped unhindered through the Blood forest.
On the right, the Spirit hosts and Zombies slowly took up position to block any Middenland reinforcements.
At the rear the Black coach turned to face the village, while the Doomlord flew behind a nearby building to avoid the Empire artillery.

Magic: The Doomlord laughed cruelly and called more corpses out of the village graveyard to assault their former relatives.
Raised dead appeared mere yards from the second house containing the Empire wizard and his crossbows.
Gunter the Grey was once more overwhelmed by the raw power of the Doomlord and failed to counter his spell.

In combat, the cannon crew used the cover from their machine and the wall to good effect, avoiding all but the most savage of the Fell Bats.
Only two crewmen were drained dry by the Vampire Bats. The survivor managed to force his ramrod down the throat of one bat,
causing it to convulse spasmodically.
The nearby General and Battle standard ensured that the crewman held firm.
On the left, the crossbowmen managed to repulse the zombies from their door,
although one wretch was dragged through a window and gorily dismembered.


Skirmish Map

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Charge! The Black Knights led by Vrax crashed into the Winged Lancers once more, spearing two Kislevites on their wicked lances.
The men fought back bravely but failed to unseat any of the Undead cavalry. Despite their losses, the Knights fought on.


Empire Turn 3

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With a blare of trumpets, the Middenland reinforcements arrived and immediately charged into battle!
The Knights of the White Wolf, led by Lothar Mitternich, headed straight for the embattled defenders in Beeckerhoven.
A regiment of Halberdiers marched forwards to engage the looming Zombie Horde, while archers raced ahead to target the Undead cavalry.
With a clanking, hissing whistle, an Imperial Steam Tank rolled downhill towards the Undead host, followed by a unit of Greatswords.
Just behind them, the glowing form of a Luminark of Hyish drew up and aimed its mirrored cannon at the distant Black Coach.

Back in the village, the Halberdiers charged over the wall to engage the zombies lurking outside the nearby house.
Einrich Molkte also headed back into the relative safety of Beeckerhovern, hoping to drive off the raised dead threatening the Grey Wizard.

The Pistoliers rallied and then galloped after the Doomlord, racing past his Manticore to bring him into pistol range.

Magic: Now that a serious opponent had entered play, Dieter Helsnicht had to focus all his power in thwarting Helmut Tote of the Amethyst order.
All of the Doomlord’s dispel dice, then finally his Dispel Scroll were used up in stopping the spells of the Empire wizards this turn.
The Luminark tried to destroy the Black Coach with its beam of power but could not summon enough energy.

Shooting: The Steam tank took aim at the Undead cavalry in the forest and released the valve on the steam cannon.
With a great hissing of escaped air, the cannon misfired and the tank ground to a halt.
The Helblaster turned to face the oncoming Black Knights, but due to the flapping of the nearby Fell Bats,
their aim was off and not a single Knight fell from the saddle.
The Pistoliers fared better, discharged shot after shot at the Manticore and Necromancer Lord, wounding them both.

Combat: The Halberdiers led by the Nordland Battle Standard made short work of the raised dead,
then reformed to face the oncoming skeleton horde.
The last cannon crew finished of the choking Fell Bat before succumbing to the fangs of the others.
His demise filled the Helblaster crew with panic and they cowered under their machine.

Skirmish Map

user posted image

The Winged Lancers once again failed to unhorse any of the Wights, and Vrax dispatched one more Kislevite before the others turned to flee.
Racing after them, the Black knights scattered the survivors, leaving the road clear to Beeckerhoven.


Undead turn 3
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Charge!

Movement: The Doomlord urged his Manticore forwards to charge into the nearest house containing crossbowmen.
The troops held firm in the face of danger but their errant shots failed to hit the Necromancer or his mount.
In the centre, the Skeletons and Black Knights both charged the Halberdiers, crashing into their front and flank.
The raised dead in the village charged the second house containing crossbowmen with the Grey Wizard.
Accurate fire brought down three corpses before they made contact.
The Fell Bats swooped down upon the hapless Helblaster crew, while off to the right, Spirit Hosts assaulted the Steam Tank and
White Wolf Cavalry, hoping to pin them in place.
In the backfield, the Zombie horde, Black Coach and Mortis Engine all advanced,
although the Mortis Engine again lost a wound due to the Reliquary.
Finally, Vrax and the Black Knights arrived from the north and immediately started to head for the Empire troops.

Magic: Laughing maniacally, Dieter Helsnicht infused the Black Knights fighting the Halberdiers with increased skill using the Danse Macabre.
His wounds were instantly healed by the outflow of dark magic.
The Doomlord then tried to raise more zombies in the village of Beeckerhoven but his efforts were thwarted by the Imperial mages.
Lastly, summoning his remaining power, the Doomlord released the Invocation of Nehek to bolster his hordes,
healing his Manticore in the process.

Combat: The crossbowmen fought bravely and managed to wound Dieter Helsnicht as his Manticore tore open the house where they cowered.
With a roar, the beast rent two crossbowmen asunder then brought the building crashing down on the others.
The Doomlord snarled with satisfaction.
At the rear of the Empire lines, one crossbow man was pulled down by the zombies assaulting the building before the Undead were repulsed with heavy losses.

The Helblaster crew were not so fortunate and perished where they stood, covered by the wings of the Fell Bats.
In the centre, Prince Ungor called a challenge and the Halberdier champion bravely accepted.
The Wight King cut him down in one blow.
The Black Knights and Undead Battle Standard crushed the flank of the Halberdiers, while the press of skeletons coming at them was too much for the defenders to manage.
Despite the frantic calls of the Battle Standard Bearer to hold the line, the Halberdiers broke and fled, leaving their standards in the mud.

The sacrifice of the Battle Standard was enough to allow the soldiers to escape, as they outpaced even the fleet steeds of the Black knights and ran through the village to safety.
The Undead chased them but were forced to halt beside the ruined building next to the Doomlord.
On the right, Spirits attacked the metal skin of the Steam Tank but failed to wound the crew within.
The Engineer ordered his men to turn the machine around to face the Spirit host, but they were too scared and refused to move.
Meanwhile, Lothar Mitternich sensed the danger of the Spirit host attacking his flank and made way through his Knights to fight the ghosts.
With a few swipes of his Ogre Blade the Spirit host was dissipated, thin screams filling the air as they were banished.
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Sandy
Posted: Aug 20 2012, 02:35 PM


Skeleton Warrior
*

Group: Nehekharan
Posts: 70
Member No.: 3,969
Joined: 20-May 11




Turn 4 Empire

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Time was running short for the defenders. Leading by example, Einrich Moltke charged into the raised dead threatening his men in the village. Not to be outdone, Lothar Mitternich spurred his Knights forward to charge the Fell Bats. As they leaped over the stone wall, two brave men tumbled from the saddle, victims of their own heavy armour. Helmut Tote the Wizard Lord was also injured as his mount stumbled and almost fell.
On the far right, the Greatswords charged downhill into the flank of the Spirit Host that was menacing the Steam Tank. Stout hearts would serve where cold steel could not.

Elsewhere, the Halberdiers and archers of Middenland advanced to bring the Zombie horde within range, while the Luminark rumbled forwards in support.
On the left, the Pistoliers raced back towards the village to keep up the pressure on the Doomlord.

Magic: Helmut Tote cast his most lethal spells at the Doomlord this turn, trying to end the battle by destroying the Undead leader. Despite his best effort’s and the use of a power stone, the Doomlord’s counter magic was too strong and he easily dispelled the Amethyst magic.

Shooting: The Pistoliers blazed away at the Undead general again but failed to bring him or his Manticore down.

Combat: Einrich Molkte, Elector of Nordland, cut down zombies with every swing of his Runefang, and more fell lifeless to the floor in the wake of his assault. However enough remained to pin him in place for another turn.

In the centre, the Fell Bats were utterly destroyed by the charge of the White Wolves and their attendant characters, for no loss in return. The victorious Knights wheeled around to face the oncoming Skeleton horde. On the right, the fury of the Greatswords was almost enough to banish the Spirit Host, but due to the Steam Tank’s failure to reform last round, the ghost swarm was still able to claim a flank bonus which was enough to keep them in the fight.
The Sprits then turned to face the Greatswords, hoping to bring this combat to a stalemate.


Turn 4 Undead

user posted image

The Doomlord marshalled his forces for one final assault on the village. So far he had killed enough of the Empire defenders to sense a victory, but to ensure total dominance he had to push the remaining men out of the village.

He took to the air and removed himself from the front line, landing behind his hordes.

The skeletons, Ghouls, Black Knights and Black Coach all advanced towards the beleaguered defenders. At the rear, the Mortis Engine, joined by the newly arrived Black Knights and Vrax, advanced in unison.
On the right, the Zombie horde continued its implacable advance towards the Middenland troops.

Magic: The Doomlord summoned great power to raise yet more dead from the ground around the village. However, he was wracked with spasms as the Dark Magic took its toll on his withered body.
The Necromancer had Miscast his spell, but suffered only minor ill effects. Confident that he had overcome the perils of the magic phase, the Doomlord cast a great Invocation of Nehek, bolstering his forces all around and healing his wounds in the process. However, fickle fate had turned against Dieter Helsnicht, and a second Miscast sent a wave of power smashing through the ranks of his nearby units, and flattening his Manticore to the earth. When the smoke cleared, there was no sign of the Necromancer.
With the death of the Doomlord to a dimensional cascade, the Empire breathed a sigh of relief. There could be no victory for the Undead without their general. However, the assault on the village still had to be repulsed.
As the Necromancy began to dissipate throughout the battlefield, many Undead warriors dropped to he floor, lifeless corpses once more. The Mortis Engine ground to a halt, then imploded, blasting a nearby Wight from the saddle.
However, the presence of the Undead Battle Standard and the iron will of Prince Ungor ensured that there were still more than enough walking dead to kill the defenders.

In combat, Einrich Molkte suddenly found himself facing only two zombies after the death of their general. He dispatched them with ease. On the right, the Spirit host failed to kill any of the Greatswords so was at last banished back into nothingness.


Turn 5 Empire

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A rousing cheer from the defenders signalled the final Empire charge. Knights of the White Wolf and the Middenland heroes thundered into the ranks of Skeletons threatening the village, all but the Battle Standard bearer negotiating the stone walls without injury.
On the right, the Steam Tank blew its whistle and ploughed into the ranks of Zombies, joined by the eager Middenland Halberdiers.
The Luminark, Archers and Great swords all advanced in support, bringing weapons to bear on the distant Wight Lord Vrax the Despoiler.
On the left, the Nordland Halberdiers and Einrich Molkte entered the nearest building to repulse the oncoming Ghouls, while the Pistoliers cantered away from one unit of Black Knights to target another in the Undead rear.

Magic: Not wishing to suffer the fate of the Doomlord, Helmut Tote cast a single spell, robbing the Skeleton warriors of their unnatural vitality, while the Luminark tried to fry the Wight Lord Vrax with a bolt of magic, but the power was dispelled.

Shooting: The Pistoliers failed to kill any mounted Wights with their guns, and likewise Vrax was unharmed by the arrows sent his way.
Combat: The Steam Tank ploughed a swathe through the Zombie horde, crushing many under its steel wheels. Wight Lord Black Hel stepped forward and offered a challenge, which was accepted by the Middenland champion. The brave man was cut clean in half for his trouble. Despite this, the Zombies took another hammering from the Halberdiers, and once the dust settled, Black helm was left with only a scant bodyguard of corpses to defend him.
In the centre, The White Wolves crashed against the skeleton shield wall, and Lothar Mitternich bellowed a challenge. Prince Ungor stepped forwards, Wight blade in hand. The Empire general struck first, his magical sword hacking one deep rent in the Undead creature’s flesh. In return, Prince Ungor’s blade found its mark and sucked the life from Lothar, leaving a withered husk behind.
The sight of their general falling to the ground drove the Knights and Heroes into a berserk rage, and their swords and hammers all found their mark, crushing many skulls.
The skeletons for their part felled a Knight, but the White Wolves had won the combat by a significant degree and pushed on into the seemingly limitless ranks of Undead.


Turn 5 Undead

user posted image

More corpses fell to the ground as the Dark Magic began to disperse form the battlefield. The Black Knights at the rear of the army all fell to pieces, while the freshly raised dead on the far left were only spared destruction by the whim of fortune.

The Black Coach, now fully empowered with Dark Magic, took to the sky and crashed into the Knights of the White Wolf, blazing ethereal flames in its wake.
In the centre, the ghouls were denied the charge on the Empire Halberdiers by the Black knights in front of them, so had to be content with loping forwards instead. The Knights then wheeled around to bring the Pistoliers into view.
The Manticore was befuddled by the loss of its master and could only wander around making a keening wail. On the right, Vrax headed for the enemy ranks, while on the left the two remaining zombies advanced on the village.

Combat: On the right, the Zombies were cut down by the Halberdiers, leaving Black Helm to fight on alone, but slowly the magic drained form his armoured form and he fell into a heap of bones.

In the centre, the Champion of the White Wolves offered a challenge to try and spare the Battle Standard bearer from Ungor’s blade, but the Skeleton champion accepted in his place. They traded blows, with the skeleton being quickly slain by the Knight’s hammer. Looking around him, the champion was dismayed to see the rest of his valiant Knights being ridden down by the blazing Black Coach. None were spared. The Middenland Battle Standard hacked at Prince Ungor, who parried and thrust back, but his Wight Blade was deflected by the valiant warhorse who instinctively saved his master. The skeletons failed to bring down Helmut Tote, but with only the two characters plus the Knight champion remaining, it would take the courage of Sigmar himself to stay in the fight. Tentatively, the break test was rolled, and failed, then re rolled, and with the use of Hold the Line, the test was passed!
The Middenlanders would not abandon their comrades and held the village.

With this final roll of the dice the battle was over, all that was left was to count the cost…

With both armies having troops within 6” of the village, neither side gained a bonus. The Middenlanders had arrived on turn 3, so no bonus or penalty there. The Undead had captured one Battle Standard and killed one General, but lost their own General into the bargain.
When the final points were totted up, the Empire had come out on top by 142 points, mainly thanks to the death of the Doomlord. A draw then, with laurels going to the Empire, in what turned out to be a game very reminiscent of the scenario story itself!

Beeckerhoven was saved!

Thanks for reading.
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Far2Casual
Posted: Aug 21 2012, 02:38 AM


Skeleton Horseman
*

Group: Nehekharan
Posts: 135
Member No.: 5,213
Joined: 22-May 12



Wow, great batrep sir. Looked reaaally fun, thanks !
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Xar23
Posted: Sep 11 2012, 10:15 PM


Skeleton Charioteer
*

Group: Faithful
Posts: 207
Member No.: 4,479
Joined: 10-September 11



Thanks for posting! I had a great time reading it-- it must have taken a while to do such a detailed write-up.
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