On my official last night of gaming out (baby’s birth is imminent), I managed to play my second WHFB game of the week. This time, however, I brought out my Skaven, as I did not want to face the Vampires again with the Tomb Kings. I hadn’t played Skaven in quite a while, so even though building the list was easy (thanks to BattleScribe Roster Editor), getting through the game took a while thanks to having to look up pretty much all the rules at least once! But it was a great game, and this is how it went…
- Grey Seer on Screaming Bell, Plague Spells, General
- Chieftan BSB, kitted out
- Warlock Engineer, Level 2 Ruin
- 3 x 30 Clanrats w/ Command and Shields, 2x PWM, WFT
- 20 Plague Monks
- Warplightning Cannon
- Hell Pit Abomination
- Vampire Lord, General, kitted out
- Vampire Hero, kitted out?
- Wight King, kitted out?
- 40 Skeletons w/ Command, Spears and Shields
- 18 Crypt Ghouls
- 23 Grave Guard
- 6 Crypt Horrors
- Black Coach
I’ve left out details of the various kits, as either I don’t know them or it doesn’t really matter.
We rolled up Watchtower, as well as 2 more buildings and 2 forests. Ray got the tower, but chose not to deploy anyone in it, prefering to just fight it out the old fashioned way.
Turn 1 – Skaven
Everybody but the Warplightning Cannon moved up. The Doomwheel and Hell Pit Abomination had pretty average rolls, which was just fine for Turn 1. The Warlock Engineer’s unit got into the building. I’m not sure if that is supposed to happen if it’s empty, but because of the size of the building they were able to get in. I’ll have to check the rule for that.
In the Magic Phase, I rolled poorly for Winds and casting, so Loy’s Vampire Lord dispelled Warplightning easily. Pretty much all of the Grey Seer’s spells were for close-range action, so he did nothing. I remembered to ring the Screaming Bell as well, but it only made the unit move up 1″.
In Shooting, the WLC started off by blasting 7 Grave Guard to bits, with a perfect roll of 10″ (Strength 4). Both Poisoned Wind Mortars got direct hits(!), taking out another 4 GG and putting 2 wounds on the Crypt Horrors. The Doomwheel passed the test to not shoot at the Warpfire Thrower.
Turn 1 – Vampire Counts
All of the Undead units moved up.
In the Magic Phase, Ray rolled well and got 9 GG back, and healed up the Crypt Horrors. Yeesh, so all I ended up doing was killing 2 GG!
Turn 2 – Skaven
I charged the Bell unit into the Skeletons, the Plague Monks into the Grypt Ghouls and the Hell Pit managed to spin and charge into the Black Coach. Other units moved around, getting into position.
In Magic, I ended up with 6 dice, thanks to Winds, channeling and the Engineer’s Condenser. The Bell got a free Scorch cast, which was dispelled by the Vampire Lord. Warplightning and Bless with Filth were both scrolled, but Wither got off on the Ghouls.
In Shooting, PWM2 got another direct hit and killed 7 GG again. PWM1 got a Misfire, allowing Ray to place it on the Bell. It killed 2 Rats but failed to wound the Bell. The WLC got another perfect roll of 10 (Strength 6) and killed two Horrors outright.
In Combat, the Frenzied Monks killed 7 Ghouls total, with 4 dead in return, so they kept Frenzy. The Bell, with Impact Hits and all, killed a total of 8 Skeletons, while 2 Rats died and 2 wounds were put on the Bell. But none of it was as awesome as watching the HPA crash into the Coach, and between his Impact Hits and Flailing Fists take it out. It was madness. I actually forgot to Overrun!, which would have put me in a better position on my next turn.
Turn 2 – Vampire Counts
With vengeance glowing in their undead eye sockets, the GG and the Horrors charged into the Bell unit.
All the Vampire Lord was able to do this Magic Phase was get Vanhel’s Dance Macabre off on the Horrors.
First we took care of the smaller combat, which saw a whopping 6 Monks fall, to only 2 Ghouls. But the Monks had a rank and a banner over the Ghouls, so they only lost by 2. I made the Break Test and thought I had failed it, but realised only after we had rolled the Flee (and subsequent capture and destruction of the Monks), that they were Steadfast and actually won their Break Test! There was a momentary bit of glee for Ray, but it faded when I realised the mistake and we put them back into combat. In the big combat the Vampire Lord once again punched the Bell, and this time inflicted the 4 remaining wounds to destroy it! Glee and joy for Ray, once again. This brought the Grey Seer back down into the ranks of the much smaller-seeming unit of Rats. I’m not exactly sure how many Rats were then killed by the combined might of the Skeletons, GG and Horrors, but they did manage to kill 4 Skeletons and wound 1 Horror before succumbing to a very high Combat Res. They did not roll snake eyes, and managed to only Flee 6″, including their Scurry Away! rule! Oh boy! The Skeletons only rolled 5″, and I felt a glimmer of hope; the GG rolled a measily 2″, and I was near-ecstatic; and then the Horrors rolled 9″ or something and caught the Rats and their General. Bam. 660 points, gone. They just missed the PWM, as well.
Turn 3 – Skaven
I lost heavily last turn, but I still controlled the Watchtower and I was determined to make up for my losses. I maneuvred the BSB’s unit so that he would become effective at some point, as I did with the Warpfire Thrower. The Doomwheel easily got into the flank of the GG, who had moved into a perfect position to receive the charge. The HPA was forced to move toward the board edge, so it would be a while before he got back into the battle.
With only the one caster now, I sent Warplightning at the Horrors, but of course rolled a 1. Thankfully it failed to wound the Engineer. He then cast Cracks Call at the Horrors as well, and at just the right angle I hit 2 of them, killing them both.
In Shooting, both PWMs managed to collectively kill off another 15 Skeletons, one of them getting a direct hit and the other only deviating 2″. The WLC, true to form, once again got the magic 10″ distance roll (Strength 8 this time!) and killed off one more Horror, leaving one last creature. The Doomwheel killed another GG or 2 or 3 with its bolts.
The Combat Phase continued to go my way, as the Doomwheel, through flank charging, Impact Hits, Grinding and crew attacks, and only taking 2 wounds (not shown), managed to whipe out the entire unit of Grave Guard, leaving only the White King left! On the other side, the un-Frenzied and much-depleted Monks lost another 6 models, but were able to take down the entirety of the Ghouls through wounds and Combat Res, leaving only the Vampire Hero!
In one turn I had decimated 3 units, and nearly halved another. A very successful turn, to be sure.
Turn 3 – Vampire Counts
With so little left on the board it was a desparate turn for the Vampires. The Skeletons charged the PWM, who fled, and unable to redirect just move up 3″. The Horrors charged into the the WLC, hunting for points, although unnecessary due to the scenario.
In Magic, the Vampire Lord managed to Vanhel’s his unit around and facing the Doomwheel. Then, casting the Wind of Undeath (I believe), the magical vortex spell, rolled Irresistably. Not only would the Calamitous Detonation Miscast take out a boatload of Skeletons, but the vortex itself Misfired(!) directly onto the unit, killing a bunch more. A total of 15 more Skeletons fell, cursed by their own Lord’s magic.
In Combat, the Wight King managed another wound on the Doomwheel (not shown), but in return was killed through wounds and Combat Res. The Vampire Hero managed to kill 2 Monks, but it wasn’t enough as the 2 remaining managed to return the favour and kill him. The Horrors put 2 wounds on the WLC, who either managed to him them back or with some other miracle managed to stay put!
With such heavy losses, so many ways to target the Lord and last 4 Skeletons, and the Watchtower comfortably in my control, Ray called the game here. A sound decision as it was already getting pretty late.
Victory to the Skaven, and I was finally able to defeat the Vampire Counts, after failing to do so with the Tomb Kings. Of course, I used a much stronger Skaven list than I had with TK, utilizing much more effective units. And I can’t even say how lucky I was in this game. Such a strong Shooting Phase, with more than enough direct hits and perfect cannon rolls, offset the generally low quality of my Magic Phases. And my Combat Phases, even though I lost the Bell, were otherwise spot-on, with the Monks holding up long enough to win and the HPA single-handedly and single-combat-edly destroying the Black Coach. What a difference between this and that one night where I lost two games, partially thanks to extreme un-luck.
Creating lists, laying out my collection on the table and getting to play a game with the Skaven has re-interested me in the army quite a bit. I still would not shy away from selling or trading them off for the right price, but I am now more-likely to keep them and maybe even get back to painting some of these great models, the first ones I fell in love with when I got into the game a few years back.
Another great game with Ray, and a nice way to finish off another season at Meeplemart. I am sure to get various games on the table over the next few months, just at my place while we experience the joy of having both a newborn and a busy year-and-a-half old around the house. I’m fortunate to have gamer friends that’ll make the trek to my place.
Thanks for reading.