Monday, September 24, 2012

Map - Year 5, Turn 5 Sieges


The siege of Blood and Bone
report from the gm of the day, young John.

Warriors of chaos (approximate list)
  • 13 marauders with the mark of Khorne, 1 exalted hero with a flail.
  • No siege equipment.
Orges
  • 3 leadbelchers
  • 3 leadbelchers
  • 3 orges
  • 9 orges w/ironfist and champ and sb
  • 10 gnobblars
  • siege equipment: hell gate
Vampire Counts
  • tomb banshee
  • 21 crypt ghouls with champion
  • Varghulf
  • 4 Crypt horrors
  • Master necromancer with book of arkhan
  • 21 zombies with standard & musician
  • Siege equipment:  2 battering rams, clubs for the crypt horrors

We ate a LOT of bacon that day.
After a bit of a late start (plenty of chit-chat, coffee and bacon, the proper way to kick off hostilities) we got under way just after noon i think. Paul's fortress looked impressive even without painting. The objective were placed, 2 to the front one to the right hand side. The pre-siege phase was pretty unimportant, with just 9 zombies biting it form 2 rounds of leadbelcher fire. 

Turn one saw Dave's battering ram come up just short on the main gate section. The ghouls and the horrors both made their charges, to one of the front objectives and to the one on right hand side respectively. The zombies choose to stand and the varghulf fly into the keep, behind the main gate. The magic phase saw Dave miscast and lose a wound on his necromancer while bringing back the 9 zombies lost earlier, earning his troops the nickname "unflushable" on account of their sh*t never goes away. The horrors chose to attack the walls with the clubs and succeeded in breaching them, taking no damage from the marauders defend that section. The ghouls were also successfully in drive out the orges  defending the first objective, helped by Bruce failing a fear check and a break test. The orges in the next wall section also failed their panic test and took off too. With the damaged sustained from the shout attacks of the banshee as well, it was a bad turn for the orges. The defenders first turn was not great with a counter-attack to retake the first objective failing and only one zombie casualty inflicted in the shooting phase.

Castle needs a lick of paint.

The second turn saw the Vamps turn the screw. The horrors wiped out the marauders on the wall section with taking any wounds. The varghulf charged and defeated a unit of ogres and the banshee killed 9 gnoblars with its howl. In the defender's turn the marauders bested the horrors but loss a lot in doing so. The ogres charged the ghouls and died horribly as a result. The lead belchers continued to target the zombie with little luck. The third turn witnessed the fall of the second front objective and the banshee turning her attentions to the marauders. The zombies and the necromancer moved towards the right and targeted the chaos faction with a nasty curse of years that they never shook off, thanks to twice rolling three power dice in the next magic phases. Wilting under this, it took only two more turns for the horrors to take the final objective. 

Losses:
Warriors of chaos: wiped out to a man.
Ogres: everything bar 3 leadbelchers
Vampire Counts: 4 ghouls and 16 zombies

The tale of this battle was one of appalling leadership tests by Bruce and a lack of magic defense by the defender. It was a nice test game to see how the rules played. All told the game was wrapped up in under three hours, including set up. On to siege number two.


The Siege of Altdorf
or: The Altdorf Screw Job

Vampire Counts
  • 8 Crypt Horrors with champion
  • Vampire Lord all tooled up
  • Necromancer with dispel scroll and ruby ring
  • Regular Vampire, all tooled up too
  • Tomb Banshee
  • 38 ghouls with champion
  • Terrorgheist
  • 24 Skellies with full command and magic banner
  • Siege equipment: 3 battering rams and clubs
Dark Elves
  • Dreadlord, all tooled up (King.)
  • Hydra
  • 24 Executioners
  • Hag
Warriors of Chaos
Not sure on this one tbh.
  • Warshrine
  • ? chosen w/ mark of tz
  • ? warriors w/ mark of tz
  • Chaos wizard
  • Chaos lord (King?)

There is some confusion over whether Paul's king was involved in this battle. I allowed the chaos lord the use of an heirloom, but it did nothing so it no harm if the king was not there. (edit, the chaos king was not in fact at the battle!)

This battle was over before it began. Vic talked Bruce into letting him defend all three of the objectives, and talked Bruce into charging out through the gates to attack a battering ram with his general/king and the warriors. With Dave only having to worry about attacking Bruce, while Vic looked on disinterestedly. Vic troops never even moved. With his general also having a howl attack, along with two -1 ld modifiers, the warriors and chosen succumbed to a bad case of tintinitis. In turn 4 Vic revealed his true intention. Bruce took it well, though I doubt Paul will take it the same way.

Losses:
Warriors of Chaos: wiped out
Vampire Counts: 8 crypt horrors, 1 necromancer, 14 skellies.
Dark elves: Untouched, minus one soul.

Honestly, I do not think the results would have changed much with Paul there. Sure he would not have trusted Vic to the extent that Bruce did, even after the warnings. Vic's treachery is like the matrix. You can't be told about it, you must experience it for yourself. But with Vic switching sides it was 2,500pts verses 1,200pts. Anyway, the most important thing is we got the campaign moving again, and the hate flowing too. Next year is going to be fun.

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