I got a great game of Dark Age played with xombe on Tuesday, and after taking plenty of notes and a bunch of pictures (more for reference than to show off the game), I am able to present this batrep!
- Hoj, Warlord of Samaria
- 4x Wasteland Warriors
- 4x Wasteland Warriors
- 3x Brutes (incl. Brute Pusher)
I changed up the list a little to get my points up. Instead of fielding a Bully and Scuts I brought extra Wasteland Warriors (proxied them, actually, with the ‘unused’ models).
- St. Mark
- Sister of Compassion
- Hephzbollah w/ 2x Shades
- 3x Coils (incl. Coil Leader)
- 3x Banes
- 3x Junkers
This list is similar to the last one I faced, with a couple of changes.
Setup & Deployment
I set up the board while waiting for xombe to arrive. I wanted it to look like some sort of Outcast depot or base being assaulted by a Forsaken force. As it turned out, the scenarios we rolled (still using the original, unbalanced list) were quite fitting for this. I got “Salt the Earth,” where I had to have my models “salt” my opponent’s objectives, three “salts” on each one. Xombe’s scenario was “Glory Hog,” where one of his models, chosen secretly, had to destroy its own point value’s worth of enemy models. So the Forsaken band, led by St. Mark, was assaulting Hoj’s base, one of the band looking for fame, while the Outcasts needed to, I dunno, light beacons or bury evidence or something? Who knows. Maybe my next batrep will have a story to it…
Anyway, I tried to be as accurate with the map as Battle Chronicler would let me, as usual. There are a bunch of small obstacles that I didn’t put in, like barrels and rocks and tires. They didn’t really come into play, so it’s fine. Most of the big objects like low walls, hills and large mounds of barrels are portrayed pretty accurately. The terrain available to use at Meeplemart is just fantastic. I’ll take some pictures of the usual tables next time I’m there.
We deployed as you can see. The Shades and Hephzbollah got first Infiltrate deployment, so my Manhunter had to get close to the enemy. Dangerously close.
As usual, the first turn was all about moving up and hopefully getting into a good position for the next turn. It’s easy to die in this game, so you need to be wary of where you leave your models after they’ve activated. The only action of note this turn was the Manhunter taking a shot at Warwind, instead of running to the objective. I figured that if I didn’t get initiative, a wound on such a dangerous model was better than nothing. The Warwind did indeed take a wound, but that drew attention to the lone Outcast.
Almost everyone moved up again this turn, especially the Outcasts who need to get across the board for their objectives. The Shades took potshots at a Brute and the nearby Wasteland Warriors, and managed a single poisonous wound on the lead Brute.
In the top corner, both the Junkers and the Warwind charged the Manhunter, who ended up taking a wound. The Manhunter in return put a wound on one of the Junkers. Part of this melee could have been avoided if I hadn’t moved the Manhunter up so close in the first turn. I should have ended his move one Move action away from the objective, and not closer, before shooting at the Warwind. Because I did, I got into the charge range of the Junkers. Placement, placement, placement!
Turn 3 saw a lot more rushing up by the Outcasts, and less movement by the Forsaken. The leftmost Wasteland Warriors, who had managed to get into contact with their objective last turn, survived the Banes’ charge enough to deposit the three required tokens there. One did fall, and the rest couldn’t even hit the Banes in retaliation, but they did two things: complete their objective, and hold up the Banes for a turn.
Elsewhere, Mongo and the Brutes got into position by the middle objective, while taking fire from the Shades and St. Mark. Although Mongo and the lead Brute each took a wound, it was awesome watching St. Mark hit himself with his God’s Light. He managed to make the armour save, though. The Fixer moved up into cover and shot at the Coil Leader, dropping him.
On the other side of the field, the Manhunter wounded another Junker, the Junkers missed the Manhunter, but the Warwind managed to take him down. With vengeance in their hearts, the nearby Wasteland Warriors moved up and killed one of the wounded Junkers, while Hoj jumped up onto the low wall and inspired his followers. His ranged attack on the Warwind failed, though. Sister of Compassion came in and healed both the Junker and Warwind, although it made them Numb for the rest of the game (causing a -2 to their Target Numbers for the rest of the game).
The Banes started the turn off by decimating the Wasteland Warriors. Hoj ran into the enemy group and whirled his Halberd around. It managed to knock down the Warwind, but only slightly scared the Junkers. The Warwind hit Hoj back for a wound, but the Wasteland Warriors rushed in and re-wounded the Warwind. The Junkers killed two of the Warriors in re-retaliation. Sister of Compassion deals a wound to Hoj.
In the middle of the board, Mongo ‘salted’ the objective and charged St. Mark. The Shades shot and Hephzbollah charged the Brute Pusher, but failed to hurt him. In return he clubbed Hephzbollah down in a single swipe, ‘salted’ the objective and began moving to the right. One of the other Brutes completed the ‘salting’ and moved, and the third just moved up, all heading towards the last objective. One of the Coils managed to Death Disk his own head off (dead), while the other ran over but missed the Wasteland Warrior. St. Mark hits Mongo twice, manages one wound, then takes off like a scared little girl (at least that’s how I assumed he ran off).
Finally winning initiative again I have Hoj kill the adjacent Junker, then Command the Wasteland Warriors to go, who promptly fail to do anything.
St. Mark wounds a Brute, then Holds, saving his action to interrupt the Brutes’ move, killing one of them and angering the others. Mongo retaliates by charging in and killing St. Mark, smushed, flat. The surviving Junker kills the second-last Wasteland Warrior, then is charged by the Fixer who wounds her. The Coil panics and alost runs off the board, while the Shades hit Mongo for his third wound, out of four.
And to end the turn, Sister of Compassion, seeing her St. Mark defeated, cries out and smites Hoj!
The Junker swings at and misses the Fixer, and is then smushed by a Brute. Warwind kills the last Wasteland Warrior and then charges into the Fixer, who fends off her attack and ends up dropping her. Sister of Compassion critically misses (this is probably the third critical miss of the game) a Brute.
Elsewhere, Mongo charges into the Shades and just smashes them up good, although one of them did put up a fight. The Banes then charge into Mongo, but fail to finish him off.
The Fixer runs up, ‘salts’ the objective and then charges the Sister, but doesn’t hurt her, letting her kill one of the Brutes, dropping my chances of finishing my objective down. Now it’s up to the last Brute and Mongo to survive long enough to complete the scenario! Mongo fails two attacks to kill Banes, but uses his last action to smash his two giant concrete blocks together to toss the Banes back 5″. Or less, if they run into a wall or obstacle, which 2 do. The Banes, shaken, on the floor and far away, can only manage to get up and move close to Mongo, but not close enough to hold him up. The surviving Brute finishes off the Sister of Compassion, and ‘salts’ the objective.
Turn 8 & Game End
It is all up to Mongo now, and it comes down to initiative. Either I roll low and Mongo can win the game, or xombe rolls low and he can get into melee with Mongo.
We roll. I win initiative. Mongo gets into contact with the objective and it’s over.
What a close and bloody match! It was quite fun, with lots of critical hits, saves and misses. I’m sure we got some rules wrong here and there, but it was a great game with nearly 1000pts worth of fully painted post-apocalyptic awesomess.
It was also a long game, coming in at nearly 3 hours! A lot longer than our last outing, but we did have to deal with some phone calls and other distractions.
Overall, another good game of Dark Age, proving why it’s high on the list of re-play-worthy skirmish games.
I hardly had time to pack up before it was time to play the second game of the night, Malifaux, with Scott.
That batrep coming tomorrow.
Thanks for reading.