Another Undead vs Undead matchup on Tuesday. It didn’t go well for one of the reanimated armies. Let’s see which one.
- High Liche Priest (Level 3, Nehekhara, Hierophant)
- Liche Priest (Level 1, Light, Mounted)
- 19 Skeleton Warriors
- 2 x 3 Skeleton Chariots
- 5 Horse Archers
- Khemrian Warsphinx
- Casket of Souls
- Vampire Lord (General)
- ~50 Zombies
- 4 Spirit Host
- 5 Hex Wraiths
- 3 Crypt Horrors
Sorry for the lack of details. I left out my own, and I never really found out Ray’s. This is my second time facing the new VC under Ray, and I’m not up to date on much of their rulings. So I apologize now if I have gotten anything wrong. With most of the guys I regularly play, we tell each other what our units are and what’s in them. Even our character builds. Ray doesn’t, as I think he comes from a more competitive, GW experience. It’s not bad, it’s just not what I’m used to.
Anyway, so we rolled up Meeting Engagement and got some hills, a fence, an Idol of Gork (lower left thing), a Magic Circle (the mini Dreadstone Blight to the left) and a Bane Stone (centre of the board). We then deployed like so:
I couldn’t charge the zombie unit with that Ethereal unit right in front, so I hoped to knock some of them out with Magic first. I just moved the Warsphinx and the second Chariot unit forward a bit. Shem’s Burning Gaze (damage) was dispelled, as was the Incantation of Vengeance (dangerous terrain tests) on the Spirit Host. The Casket’s Light of Death went through and did 3 wounds to the Host, but I forgot to check if it jumped to the zombies. Shooting lopped the zombies down by 9 or so…like it mattered, though!
Of course I had the Chariots close enough to the Host that they charged the 12″ into combat. The zombies moved up and the other two units, which were previously stuck in reserve, came onto the table. In the Magic phase the Magic-heavy Vampires and Necromancer combined managed to bring back a bunch of zombies (probably raising even more than there were before), heal the Host up a little and cast Curse of Years on my Hierophant’s unit, which lost 5 Skeletons right away, and put a wound on the Hierophant. In the combat, the Host did 2 wounds to the Chariots, who took another 2 in combat res.
Not thinking straight, and only worrying about helping that Chariot unit, I sent the Horse Archers into the rear of the Spirit Host. Oh boy. The Warsphinx and the other Chariots moved up, and the Skeletons swivelled. I brought the lost Chariot back, got Vengeance on the zombies. The Casket’s spell aimed at the Hex Wraiths was dispell scroll’d. I lost another 5 Skeletons to the Curse, with another wound on my Hierophant. I did not realise until after I had spent all my Power Dice that the spell got more dangerious as it went on. I failed to hit the Crypt Horrors with arrows from the other Chariot unit. In the combat, my Horse Archers and Liche Priest were wiped out, and I re-lost the Chariot due to res. This was definitely a bad decision, as I definitely should have kept the Archers firing and the Liche Priest casting. Oh, and all those skulls on the zombies do not belong there. I did not do any damage to them this turn.
The Hex Wraiths failed a charge on the Chariots, the Horrors moved up and the zombies shuffled, losing a bunch to the dangerous terrain test in the process. They got them all back during the Magic Phase, of course. Also during that phase I lost 2 more Skeletons, finally rolling a tonne of 6s in my own favour, saving them. I also rolled a 6 to save my Hierophant’s last wound. In the combat, the Host did another bunch of wounds, leaving me with only one Chariot.
My Skeletons and my Warsphinx charged into the Zombies. My attempt to bring back Skeletons was dispelled. I dispelled the Curse of Years and took out 3 Hex Wraiths with the Casket, which failed to jump to the Horrors. Shooting from the Chariots also failed to his the Horrors. In combats, the Host killed off the last Chariot, and the Vampires managed to kill all but 2 Skeletons and put 3 wounds on the Warsphinx. In return, I did a lot more wounds to the zombies, but it wasn’t going to matter.
The Crypt Horrors charged into the Warsphinx, while the Wraiths and Host got closer to the melee. In Magic all of the wounds suffered were healed, even with a Detonating Miscast. In combat the Sphinx died and I was unable to do any wounds.
With only a unit of Chariots and the Casket left, I called the game.
You know, I wasn’t as sour after the game as I thought I might be. I was not looking forward to the game because I don’t like Undead vs Undead battles, but I haven’t played WHFB in months and I really wanted to. When I learned that my Flaming Banner attacks weren’t considered magical, I was upset because that meant that was one less way to hurt the Ethereal units, which I always have a problem with.
But I’m looking forward to the next game, be it against Vampires or whatever other army I can face. I really like the game and I want to play it a lot more than I have lately. Hopefully the other guys will be able to/want to play more as well. I definitely want to go with Ogres in the new year, so hopefully that will help spur more games.
Anyway, back to painting and hopefully I’ll have another of these for you soon.
Thanks for reading.