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I love battle reports and I've always wanted to post one, but I never have. This will be my first one EVER and very barebones- no pictures, no diagrams, no fluff.
This game is a game versus my best friend and we've probably played each other well over 50 times by now. He plays Skaven and this is his first time fielding an army with ranks! Until now he had played Clan Eshin based on the Storm of Chaos book, but after skirmishers became march-blocked he decided it just wouldn't do anymore. He's playing a thinly Clan Pestilens-themed army, with a list that looks like this:
Grey Seer(joined CR 3)
Enginseer(with CR 1)
Warlord? hero deal(with CR 2)
Plague Priest(Joined PM 1)
3 units of 25ish clanrats with ratling guns and full commands(CR1, 2, 3 and RG1, 2, 3)
2 units of Plague Monks, one with 25ish and one with 20ish, full commands and big unit with Banner of Burning Hate(PM 1 with banner, 2)
2 units of 20ish slaves(SV 1, 2)
1 unit of 6 Night Runners(NR)
3 units of Globadiers, two of 3 and one of 4(GD 1 with 4, 2, 3)
1 units of 6 Plague Censer Bearers(CB]
1 unit of 6 Jezzails(JZ)
This was a new take on his list after I massacred him three times consecutively. I felt a little bad for him because it's tougher to compete with an older list like the Skaven against the fresh-off-the-presses Lizardmen. My list was as follows:
Carnosaur, Scimitar of the Sun Resplendant(is that name right? +2 attacks, normally is Blade of Revered Tzunki but changed for the low-armour rats), Glyph Necklace, Light Armour, Shield
Engine of the Gods, Level 2, Plaque of Tepok, Diadem of Power
Level 1, Dispell Scroll(2)
Full Command, Spears
3 of Skink Skirmishers(SS 1, 2, 3)
Cold One Riders(CO 1)
Cold One Riders(CO 2)
And so we put down terrain. One forest on my far left, towards his side. One forest on my right, in the middle. One hill in the center of his deployment zone and one just on the left of the forest and towards my side. Deployment was:
PM1 CR1 JZ PM2
GD1 GD2 SV1 CB CR2 NR CR3 SV2 GD3
TR SS1 SS2 S-S-3
SP CO1 OB/SE KX SW
Positioning is accurate. My skirmishers form a full screen across my stacked Cold One units, the Oldblood is also behind that screen with the Engine of the Gods filling the gap between Skirmisher units 2 and 3. Skirmisher unit 3 is spread out in a one-man line blocking line of sight to the Kroxigors and Saurus warriors. This has become my classic lineup and it ends terribly when I split it; a forced flank and the Engine of the Gods teaming up with the Carnosaur in a combination that has not failed yet(on the times they have gotten in).
I took the first turn.
Turn 1 saw me moving just slightly up and moving my Terradons into the forest nearest to them. I maintained my skink screen. My Engine cast a 5+ ward save around my guys. My buddy threw a scroll at my Comet of Casandora.
The Skaven marched up fully. His unit of 3 Globadiers joined my Terradons in the forest. Warp Lightning killed 5 skinks from the front of the Carnosaur. I used a scroll on a succesful casting of Plague. His Jezzails killed one more skink.
In Turn 2 I charged his Globadier unit with my Terradons. You must be thinking I am crazy right now. The idea was to charge his Globadiers, beat them, and overrun into his ratling gun. I did part A and B but rolled a meagre 7 to pursue his Globadiers and ended less than a centimeter short of the gun. My other units moved forward another 4ish inches and the Kroxigors and Saurus split to the side, lead by their screen of SS3. This was of course a poor idea because it was splitting my army, which I already knew(I mentioned it earlier) but I was not thinking clearly at the moment I guess. My Engine put up another 5+ ward save.
The Skaven slowed their movement down to let me come over. Warp Lightning killed 3 skinks from unit 1. Then it was time for ratling gun damage. 2 Terradons by the one right in front of them(so close!!), two skinks from unit 3(3 ward saves passed), 2 wounds on the Kroxigors(2 ward saves passed). Not too bad for me. A Jezzail killed himself and the 4-man Globadier took out 3 more skinks from unit 1. All takers passed panic checks.
Turn 3 saw the lone Terradon get in with the ratling gun that killed its comrades. The rest of the army fiddled with positioning and the Saurus moved up towards their opposite Clanrat unit while their 3 remaining skinks got the hell out of there. The Engine put up ANOTHER 5+ ward save. The Terradon succeeded in killing the Ratling gun and overran a few inches.
The Skaven lead off with some positioning as well, the remaining Globadiers on the left trying to get around my skink wall to see the Cold Ones. Warp Lightning put a wound on the Oldblood and two on the Carnosaur. A basic spell that goes off on a six with Strength 5? Always thought that was a little messed up, but now that I have a new book I can't complain. A little payback from Lady Luck gave the Grey Seer a miscast on two dice trying to skitter leap himself and left him wounded as well. The Grey Seer's Warp Scroll anticlimactically took out 4 saurus. Ratling guns took out 3 more saurus and one killed itself, leaving only the ratling gun on the right side of the table alive. A Globadier also tripped and took himself out.
Turn 4 starts the action. Cold One unit 2 failed its stupidity test. Thankfully it wasn't unit 1. Unit 1 charged the clanrats in front of them, the remaining 5 skinks of unit 2 charged the 4 globadiers, the Saurus charged Clanrat unit 3 with the Grey Seer in it and the remaining 3 skinks on the right charged the Globadier unit on the right that had just lost one of it's members to itself. The Kroxigors charged the Slaves in front of them and the Slaves fled and got away, leaving the Kroxigors waiting meat in front of the Plague Monks unit 2. The Terradon flew back over the Skaven formation and killed a Censer Bearer by dropping rocks. The Engine used its explosion and killed a whopping 4 Night Runners. Combat saw the Cold Ones brutally destroy 10 clanrats and suffer one returning wound from the hero. They won with flying colors and smashed through into the Plague Monks unit 1. The skinks lost to the Globadiers and fled, the Globadiers pursuing into the next Skink unit. The Saurus whiffed ALL but one of their attacks and take one rat. They proceeded to lose combat and their break test and get overrun. Wow. At least the 3 Skinks of unit 3 on the right took out their opponent.
Skaven turn lead the frenzied Censer Bearers into the flank of the Cold Ones whether they liked it or not. The Plague Monks unit 2 was also into the Kroxigors with no other option. The Clanrats that had been broken by the Cold Ones rallied, a sight I never though I would see again. The fleeing Slaves certainly didn't replicate it and went off the board. The Enginseer's Storm Daemon bound spell fried the last Terradon. I burned my second Dispell Scroll on Pestilent Breath. The Censer Bearers whiffed their attacks on my Cold Ones, and the Cold Ones put up another brilliant performance and killed 10 Plague Monks. The Plague Priest killed 3 of the 5 Riders in return, but the Cold Ones won combat by 1 anyway. Trusty Skaven leadership saw both the Censer Bears and the Plague Monks off, and the Riders pursued and destroyed the Plague Monks into the recently rallied Clanrats. The Plague Monks' destruction also put the nearby Slaves into flight.
That really started the game and Turn 5 into the key Turn. The Engine of the Gods turned to face the Plague Monks and Clanrats coming from the right and underperforms again and takes out 2 Clanrats from the flanking Grey Seer's unit. Javelins from the crew then killed one more. The Oldblood on Carnosaur turned to face with the Engine. The remaining two Cold Ones took out three Clanrats and tied combat. The Globadier combat on the left side saw the Skinks beat out the Globadiers this time and the Globadiers running and the Skinks pursuing into the already fleeing Slaves which put the Slaves even closer to the board edge.
The Clanrats with the Grey Seer charged the Engine in a charge-or-be-charged situation. The Censer Bearers rallied. The Slaves went off the board. An irresistable Warp Lightning spell wiped out the other unit of Cold Ones at a critical moment. Ouch. A lot of points gone right there. The Jezzails killed one of themselves(again) and another Skink from unit 2 and made them panic. The Cold One riders still in combat killed two Clanrats to pull out another draw. The Engine combat saw the Ancient Stegadon kill one and the skink crew kill two, lose combat, and pass their stubborn leadership test.
Turn 6 meant the clock was winding down and I needed some more Victory Points. The Carnosaur hit the Grey Seer's clanrats with all of his fury. The fleeing skinks rallied. The Engine effect killed 5 clanrats. The Cold Ones still trapped in combat whiffed their attacks but passed their Break test. The Carnosaur and rider whiffed their attacks miserably and killed only 2 rats. The Stegadon killed 1. Thankfully, that was enough to win combat and with the Stegadon's massive unit strength make them outnumber the enemy. The enemy autopanicked and the beasts pursued, the Carnosaur sprinting 15 inches.
Now was the last chance for the Skaven to scrounge up some points. The still-frenzied Plague Monks unit 2 charged into the Stegadon. The Censer Bearers attempted a charge on the rallied skinks but were out of range and only succeeded in losing one of their number to a blowpipe. The Cold Ones stayed again, the Plague monks could do no damage and the Stegadon stayed. The game ended.
All in all I made some mistakes, chiefly splitting my army to begin with. My buddy played it pretty well, I thought. Losing that unit of Cold One Riders in one swoop from the Warp Lighting spell really hurt me. After tallying the points I manged to be 303 points up, enough for a minor victory.
Last edited by SquigORama; April 20th, 2009 at 08:55. Reason: ridiculous smileys popping up
How on earth did 6 Plague Censer Bearers not kill anything? By my calculations, they'd have had 2 S6 attacks each, reroll misses, and then the toughness tests from the gas. Are you sure your friend read the rules for them properly?
Well, only four were in base contact, but yes, he managed to throw all of those rerollable dice and not kill anything, and I passed all my toughness tests.
He reread the rules and I read them myself right then. He got nothing.
Last edited by SquigORama; April 21st, 2009 at 01:33. Reason: missed detail