Wednesday, December 13, 2006

Battle Report Beastmen Vs Empire

10 Days ago I played my first League game. It was a 2300 point battle that pitted my Skaven Beastmen vs his Empire horde list.

Here was my army list:
Ratspawn the Reincarnated

Characters: Points:
Vermin Lord Ratspawn 264
(Doom Bull undivided, Heavy armor, Shield, Hellfire sword)

Master Moulder Sutenrot 139
(Wargor, undivided, BSB, Banner of Wrath, Hvy Armor)

Harbringer Setrad, 141
(Bray shaman lvl 2, undivided, d. scroll, braystaff)
Took Beast. Got the no mounts can attack or move and the bolt thrower spells.

Harbringer Sedition, 141
(Bray shaman lvl 2, undivided, d.scroll, braystaff)
Took death, got the 2 MM spells.

Core:
Ratspawns Bodyguard: 270
(5 Minotaur undivided w/Gr. weapons, Bloodkine, standard)

4 Rat Ogres (Minotaur und. w/Gr.weapons) 184
4 Rat Ogres (Minotaur und. w/Gr.weapons) 184
3 Rat Ogres (Minotaur und. w/Gr.weapons) 138
3 Rat Ogres (Minotaur und. w/Gr.weapons) 138
5 Mutated Giant Rats (chaos hounds) 30
5 Mutated Giant Rats (chaos hounds) 30
5 Mutated Giant Rats (chaos hounds) 30
Mutant Rat Cart w/Storm Vermin and clanrat (tuskgor chariot, und) 85
Mutant Rat Cart w/Storm Vermin and clanrat (tuskgor chariot, und) 85
7 Mutant Skaven extra hws & 6 Packmasters w/whips, clawleader, musc. 108
7 Mutant Skaven extra hws & 6 Packmasters w/whips, clawleader, musc. 108
(Beastherd: 7 Gors w/extra hws, 6 ungors w/spears, Foe render, standard, musician)
Special:
5 Cloud Runners (Furies) 75

Rare:
Failed Rat Ogre Mutant (chaos spawn, slaanesh) 75
Failed Rat Ogre Mutant (chaos spawn, slaanesh) 75

Total Points: 2300
Power dice: 6 + 1 bound item
Dispel dice: 4 + 2 d.scrolls.

His Empire list looked more like:
Elector Count
BSB on foot with no magic at all.
2 Lvl 2 wizards, 1 with bound item, 3 scrolls total.
(1 fire, 2 MMs, 1 heavens, second sign, comet.)
Big unit of 9 regular knights full command (not IC)
Smaller unit of 5 knights, full command
20 Flagelants
Big block infantry spearmen with 2 detachments, halbadiers and hand gunners.
Block of Swordsmen with detachment of handgunners.
small block of free comany.
5 Pistoliers
1 Mortar
1 Cannon
Unit of 3 Leadbelchers (he wasn't really suppose to have those, but I let it slide)

This was a league game so he also had a Temple Structure which gives him +1 to all his combat resolution within 12".

Terrain consisted of 3 hills, a small woods, an area of boulders and a river with a ford.
He got to pick his deployment zone and chose the side with the hill. I got to decide who went first.

Turn 1a: I took the first turn and moved up. Magic was useless, no shooting.

Turn 1b: He moved his pistoliers up on the right flank. And his small cav and Ogres on the left. His big knight unit moved up a hair, but not much. Magic didn't do much, except start a comet coming down right in the middle of my troops. In shooting he wounded a Rat Ogre on a hill with his handgunners. And a cannon took out one of Ratspawns body guards.

Here is the pic at the beginning of turn 2a:


From right to left I have:
Beastherd with BSB and Beast Shaman behind the river.
Rat Ogres, hounds in front of them, furies in front of them.
Spawn
4 Rat Ogres, then chariot
2 unit of hounds (giant rats) the oarnge dice is the comet marker.
Ratspawns unit behind them.
Rat Ogres on a hill with a chariot behind the hill.
Spawn on the far side of the hill.
Another herd in the boulders with the Death shaman.
And hard to see but more rat ogres on the other side of the boulder.

his army has right to left:
Pistoliers
Flagelants behind the woods
Big unit of knights with Elector Count
Mortar in the back.
Unit of Spearmen with detachments on each side
His Temple Scructure
Unit of Free company
Big unit of swordsmen, with handgunner detachment on hill next to them. BSB in swordsman block.
Cannon on the hill
Leadbelchers then knights.

You can also see 2 cheese markers. These are 2 of the 3 objectives I needed to capture, the 3rd is behind the woods.

Turn 2a: The comet does not go down.
I charged the beastherd and furies into the pistoliers. The pistoliers only fled 8" and the furies were able to fly 20" and catch them on the back side of the flagelants.
The spawn on the right flank moves 17" and hits the big unit of knights.
Everyone else moves up.
Magic is useless except I dispel the comet.
In hand to hand the spawn does nothing and the knights w/horses cannot wound the spawn. So they just sit there.

Here is the situation at the beginning of turn 2b:


His block of free company charge my hounds in the flank.
His small unit of knights charge my Rat Ogres on the far left flank. But they are 15" out and so only move 7.
His magic kills a fury.
In shooting his cannon does 2 wounds to a Ratspawn bodyguard
The mortar wounds a Rat Ogre in the Right middle flank.
Handgunners kill the left flank spawn.
Handgunners kill 2 hounds on the central hill and they flee.
Finally, his leadbelchers blast the Rat Ogres on the far flank killing 2. The last one makes his panic check.
In combat, no one does any wounds in the knight/spawn combat.
No wounds done in the free company/hounds combat. But hounds break and run. Free company chases but fails to catch them or get away from the upcoming flank charge.
The hounds flee through a smaller unit of rat ogres, but they make their panic test.

The Skaven Beasts forces are beginning to smile as the battle plan unfolds. We took the brunt of their shooting and magic and are still standing.

Here was the situation after turn 2:


Coming soon the exciting outcome of this hard fought battle.

3 Comments:

Anonymous Anonymous said...

Dude...I am so nail biting and wanting to hear what happens.

One question though...how did the furies catch the pistoliers..the pic didn't make sense in my head for why they ran the way they did and got caught where they were caught....

Also I'm curious to see pics of your chariot conversions if you get the chance...

I'm Riveted

11:05 AM  
Blogger Ben said...

Since 2 units charged. The pistoliers fled from the larger unit strength. That would be the beastherd.

So he moved his pistoliers towards his flegalants and would have ended up in the middle of them, so leaped to the back of them.

The flyers are free to fly over terrain and other units. The 20" move enabled them to catch the pistoliers and land 1-2" behind the flagelants.
The herd had a failed charge and so only moved 5".

As for the chariots, 1 is a beast chariot drawn by an old Grenadier Kangoroo rat, with some mild conversions.
The other chariot is scratch built and uses the crossbar from the beast chariot and is pulled by 2 of the Nurglitch giant rats.
Each has an older version Storm Vermin as the Beastigor. 1 has a clanrat with spear for the ungor, the Kagoroo rat has a vermin riding it with a spear.
I was going to wait to paint them before posting them, but maybe I'll post my initial work on them.

Thanks for the comments.

11:59 AM  
Anonymous Anonymous said...

I personally would love to see your work in progress, but that might just be me, thanks for taking the time to answer

1:24 PM  

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