Fourth Game – Saturday Evening
Benny (Illuminati) – Sylvania Vampire Counts
After a little mix-up, I was paired against Benny
with his Sylvania army. Again, I had very limited experience with the Summer
of Chaos army lists, so it would be the first time I played against them.
Benny is a veteran with a good-looking army and he had a great enthusiasm for
the game and his army in particular. We both played at a quick, pleasant pace,
so it was a very nice way to end the tournament.
His army consisted of (he was nice enough to tell me everything after the battle,
although not all items had impact on the game)
- Vamp. Lord with MR1, Aura of Majesty, Dispel Scroll and Talisman of Protection.
Book of Arkhan, Great weapon
- Count with MR1, +1 combat res., Black Periapt, Dispel Scroll and Wolf Lord,
Great Weapon
- Thrall with MR1, Something that gave –1 to my casting rolls, Heavy armor
(plate?) and Great weapon
- Thrall with Battle Standard, Sword of might, 1+ save
- Wight Lord with Sword of Kings
- 2 big skeleton and a big zombie regiment, with halberds, light armor and shields.
- 2 Black coaches, 2 x 3 fell bats, 2 x 1 bat swarm
- 3 Spirit host, 2 banshees
- 3 x 5 wolves – one of them could scout
- 4 Grave Markers (2 + 1 per Lord)
His army is extensively converted from Empire solders. He told me that some of the models contained bits from more than 3 different type of regiments – Empire, Vampire Counts and some Khemri bits as well. I thought his army looked great, and he had a Steam Tank as a Black Coach. His fell bats were empire soldiers with bat wings on flying stands – I like that touch.
Before deployment, he rolled spells for his wizards:
Lord – Invocation, Hellish Vigour, Gaze of Nagash
Count – Invocation, Gaze of Nagash.
He told me that this was the 4th game in a row where he didn’t have Van
Hells – ouch (although I (correctly) guessed that he would have the Book
of Arkhan) - I may be rusty, but I'm not THAT rusty.
The Scenario was ‘Dried up magic’ – which worked as follows:
Every magic phase, it was worked out who had most dice (dispel or power). Whoever
had less could choose to add D3 dice to his own pool or subtract D3 from the
opponents. Incantations counted as the appropriate number of Power dice, so
he chose to add D3 dispel dice in each of my magic phases and I chose to subtract
D3 power dice from his pool every magic phase.
Highlights
I won the attacker-defender roll-off and chose to go first.
He placed his markers in the centre of the battlefield and rolled ‘HIT’
on all his markers except one that scattered a bit. This meant that my left
side looked most attractive, as I could place my catapults a bit away from his
markers. I deployed
my infantry in the center and my chariots and 8-strong horseman on my left
flank. I deployed nothing on my right flank, but kept my 16 strong horsemen
ready to countercharge on that flank.
He deployed diagonally across me, so at first I thought we would never see combat.
He did, however place 2
of his infantry units in the center, cut off from the rest of his army by
a wood and placed his count, thrall and BSB in one of those units. So my battle
plan almost wrote itself – advance quickly on that flank and try to destroy
those two regiments including characters to gain such a magical superiority
that I could deal with the rest of his army.
So with that, my army surged forward – It was paramount that I got my
Tomb King into contact with his characters, as he could probably kill one per
turn – preferably starting with the Count.
I moved forward and tried to magically move further – and succeeded in
getting my Skeleton Warriors with the King and my Tomb Guard forward at a respectable
8”, whereas my 16 horsemen tried to look threatening alongside a tomb
scorpion on my right. The chariot and horsemen had their movement spells countered,
but they still rumbled forward. The Bone Giant flanked the Tomb Guard, for a
heavy hitting tag team.
In the shooting phase I halved his Skeleton regiment with a direct hit (that
was actually aimed at the Spirit host behind them), and the other killed a spirit
host and put 3 wounds on the other – now that’s the ticket.
In his first turn, he actually advanced a bit with the two regiments I was going
for (one zombie, 20 strong, one skeleton, now only 10 strong) and put all his
characters in the zombie regiment. In his magic phase I rolled a ‘3’
meaning he only had 4 powerdice along his 4 markers, 2 of which were not really
relevant.
He raised some Crossbow-skeletons on the farthest markers, and I dispelled his
spells – but the marker close to the decimated skeleton unit tried to
raise skeletons – rolling 2 dice, I rolled ‘3’ and failed
to dispel the power lvl 4 spell – he raised 11 skeletons, making my efforts
worthless.
I moved further forward, but got bogged
down in his turn two – The tomb guards had taken care of a banshee,
a Scorpion had taken care of a Bat Swarm, but a Banshee charged the Bone Giant
and held it up for 2 full turns (he had the BSB close) before my 8-strong charged
it in the flank and crumbled it in 1 turn – before that, they had charged
3 bats and destroyed those two. But the biggest setback was a Black Coach managing
to hit the flank of the Skeletons – disaster! It caused 4 wounds. I had
to use my 16
strong horseman unit to charge it’s flank, and thereby present their
flank to what I thought was 3 fell bats, but what really was 2 fell bats (I
had shot one on a SSC scatter) and a Bat Swarm – the swarm charged and
held up my unit until the last Skeleton regiment with the Vampire Lord and Wight
Lord could flankcharge them and crumble them in 1 turn.
After that, they overran into my 25 Skeletons – the TK had left the regiment
and they only just killed my skellies at the end of turn 6.
My tomb king managed to finish the flank-charging coach with his Flail of Skulls
and I got the other one with a direct hit from a SSC.
However, the delays meant that he was able to raise so many zombies and skeletons
that my efforts at getting to his characters failed, and I was forced to go
for all his smaller stuff, while trying to hold down his summoning.
This meant that my TK joined my little archer unit where the two Liches were
hiding – and they first engaged some fellbats, which gave me quite a scare
– the King only killed 1 (he only caused 1 wound on 3+/2+ with 4 attacks)
and the bat put 2 wounds on my Hierophant! To be honest, I forgot the Vambraces,
and I failed both ward saves (again). Then they overran into some zombies and
were finally flank-charged by the same batswarm that had flank-charged the skeleton
horsemen – it didn’t wound the hierophant though (I certainly held
my breath through that attack phase) and next my King moved in and took care
of business.
I did get one zombie regiment in a spectacular fashion though – they were
40 strong and had initially been 4 wide and 10 ranks deep, but had turned to
face my chariots and tomb prince. So I managed to charge them in the front with
the 4 chariots, while getting the Bone Giant in their flank – I won
by 16 or so, but there were still some left! They quickly died the last round
though.
In the very last turn of the game he charged his 3 annoying characters –
Count, BSB and Thrall into my Bone Giant and only managed 3 wounds. The return
blow killed
the BSB and the combat was a draw – so I had gotten 150 VP’s
and he got nothing – not even half for the giant!
Result
19-11 win for me. I got VP’s for all his small stuff and some of the raised
regiments, and he got the big horseman unit as well as the 25 skeletons that
got some loving from the Vampire Lord with her retinue.
I wouldn’t have minded getting my king into flail-contact with her though
– seeing as she only had a 6+ ward save to protect her.
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