Showing posts with label Battle report. Show all posts
Showing posts with label Battle report. Show all posts

Friday, May 9, 2014

Vampire Counts VS. Lizzardmen 1550pts

deployment... 
 Vamps turn one: mostly moving up trying to stay away enough to give it a good chance the lizzards would fail charges. Also the terrorghiest screeched at the skinks with poison blowpipes killing a lot of them and running them off the board. 

 Lizzardmen turn one: there were several failed charges includeing one that needed about 3-4 inches to make it work...
but due to horrible rolling did not work out. Worse then that the one charge that did go off on the opposite flank was the steg who them rolled poorly on impact rolls and was in turn chopped almost to death by my vampire lord.

 vampire turn two: my lord and his units of ghouls finished the steg off easily  and the rest of my army move up to block or prepare for the next turns charges on the left flank. on the right flank my hexwraiths charged the lizard cav killing enough to win the combat by a small margin and some how the lizards failed there moral check and started to run... so now I broken the moral of two lizard units not likely but still it happened.
 Lizard turn two: his cav somehow failed there moral again and kept running.The dice were just not going his way this game.  But he got in and started wiping out my big block of zombies seance it was in the way as I had intended .
 Vampire turn three:  My hexwraiths ran down the Saurus  cav but putting them selves well out of the fight for some time. the terrorgheist screamed at the skink priest and killed him. and I lost the last of the zombies to the saurus warriors sadly they could not last at least past this turn to save me from getting charged on his turn.
Lizard turn three: The saurus warriors made a nice long charge and devastated the ghouls but left the vampire lord unharmed. 
Vampire turn four: The lord killed the lizardman hero in a challenge 
Vampire turn five: I seem to have lost the lizard half of this turn but mostly it was just an exchange in the back field between the terrorgheist and the skink cohort with the terrorgheist coming out of top by the end of my turn. Also due to the length of the charge needed I just moved up my grave guard to block the saurus and set up for the vampire to hit them
 Vampire turn six: lost the lizard turn half again sadly but the graveguard and vampire won the combat om my turn to finish off the last Lizzardman on the table.

So this was the first time I have won with my vampires in a long time. And I learned what most vampire players take for granted... A tolled up lord can rampage in close combat you just need to be playing at high enough points to take the items and skills needed to get him the re-rolls to hit , a +2 str weapon(or if you have points +3) also some red fury to add attacks.  

Friday, March 7, 2014

A 40K battle report! Orks vs. Necrons 450pts

 Deployment: We got "" with "hammer an anvil" as the mission  I was playing the orks I had a warboss in mega armor with a combie schorcha, cybork body and attack squig
5 nobs one with a power claw one with a big choppa and 3 normal ones
1 defkopta with rokkits
17 boys with sluggas one was a nob with power claw and boss poll

The necrons were played by my bother in law thewarhost he had
a lord with some goodies i forget the exact stuff but 2+ save, rez orb some, staff and mind shackle scarabs
5 imortals
10 warriors
4 scarab bases   
 Turn 1 first half: Necrons go first and shuffle up a bit the scarabs moved up behind the round silo in the shot.
Turn 1 second half: The Orks move up all together my thought was to try to avoid his warriors that had the lord with them for a bit wile I had a chance to take the small unit of immortals on. my warboss and nobs were not on the board as I had gotten outflank as his warlord trait they were held in reserve. the deffkopter took the first shot of the game and failed to do anything to the immortals.     
 Turn 2 combined: The Immortals shot down the deffkopter earning the necrons first blood and a kill point and the score went to 2-0 necrons. The scarabs  moved up between the factory and the silo on the center of the board to hide and make a charge next turn but due to my boys moving up enough they took a charge instead getting wiped out earning the orks a killpoint making the score 2-1 necrons. The warboss and his nobs came in from reserve and landed on the flank I wanted them on in a good place to flame and shoot the immortals killing 2 of them.
 Turn 3 combined: the nobs and boss charged the immortals and did what they do best and smashed them to bits moving the score to 2-2.  the warriors backed away from the boys and shot several of them dead wile the boys gave chase.
Turn 4 combined: orks chased the warriors and lord and try ed to close in on them  I should have called the waagh! but forgot too to get the re roll on the charge distance. the warriors wisely kept there distance and chipped away at the boys.
Turn 5 combined: The warriors were really doing some damage to the boys at this point and I just could not get the charge off (did not help that I kept forgetting the waagh!). and due to random game length this was the last turn. I ended up wining but to my nobs and warboss being in his deployment zone and getting line breaker so it was a 3-2 game in favor of the orks but had the game gone on I was still any ones game. one more lucky round of shooting could have killed the boys then there was still mind shackle scarabs waiting for my warboss in combat with his lord. Really interesting stuff for such a small game I think and I am hopping we start sotating in some 40K into out normal line up of fantasy tho I am still enjoying that immensely.     

Friday, January 10, 2014

Lizardmen VS. Vampire Counts game six

Set up
Lizard turn one: full advance
vampire turn one: The terrorgheist shrikes the skink priest eliminating the lizard magic phase for the game. the zombies move up to block charges into the terrorgheist.
Lizard turn two: Saurus charge the zombies and massacre them all most totally eliminating the unit but it held on  the skink skirmishers layed some wounds into the terrorgheist as well and last but not least the skink cohort charged my other zombies 
Vampire turn two: my zombies in the south actually ran the skink cohort off and my grave guard charged the saurus to avoid being charged. The terrorgheist also shreaked at the skink skirmishers but did not have enough punch to drive them off
lizard turn three: This is where he locked up this game the flank charge into my grave guard  with his hero and the seckond saurus unit was devastating, my only consolation was the saurus cav charging threw the woods managed to fail three dangerous terrain checks and then there panic check and ran them selves off for the turn. 
Vampire turn three: preping to take the final blow
Lizard turn four?: Ok I am confused a bit hear this looks like a vampire turn the zombies seem to have charged the recovered skink cohort witch was just two skinks and the kroxigor 
real lizard turn four?: one unit of saurus charged the flank of the zombies finishing them off
vampire turn five: to make it go faster I skipped my turn nothing I could have done would have helped any way one unit of skeletons with a whiteking bsb is enough to stop everything that was left 
lizard turn six: a combo of the hero and his saurus and the saurus cav evaporated my whole unit and hero in it.



So the lizardmen won this game handily it still had some high points for the vampires and I learned to not count on the zombies to hold up a flank against quite so much.  

Friday, January 3, 2014

Vampires VS. Lizardmen VS. Highelves 1300 points each

 OK this is going to be an odd battle report I feel like it would work much better as a video but currently that is something we don't have a set up for so you will have to bare with me explaining as best I can in text form.

I only took pictures at the end of each turn because we altered the way turns work to make the game go more smoothly. first we roll to see what order we go in each turn to then each person takes there movement  magic and shooting portions of there turn. At the end of of all that we fought all the combats twice to simulate the turn half's.

 setup!
 general advance with some light shooting and some magic destruction mostly from the high elves onto the lizardmen
 The lizzardmen get really aggressive and charge my zombies I believe that the high elves like the saurus cav on fire with the big high magic spell so they will burn for the next turn or 2
getting close to total melee chaos sadly I seem to be missing the critical pic of all that melee happening sowe wil have to just jump past that turn and you get to see the aftermath
yeah... that was a lot of killing the the mash you see to the left of center is my grave guard and vampire fighting off everything and getting ground down with even more about to charge in
I ran off the skinks and turned back with the skeletons and the elves charged into the remnants of the mash up combat


Who won!?  Who knows we all had a ton of fun trying to make this work and we all killed some stuff and it was an interesting way to get a game in for sure. 

Friday, December 27, 2013

Vampires vs. lizardmen game five

Deployment: yes we are still using the flamer templates as a river... yeah I need to fix that at some point. 
 Vampire turn one: general advance + bulking up units the normal stuff
 Lizardmen turn one: they move up quite a bit and due to magic the saurus got to move an additional ten inches and get around my flank so early
 Vampires turn two: to save my self from a flank charge I charged into combat exposeing the saurus on my flank to my hexwraiths soul striding thru them to kill a few plus the terrorghiest screaming several of them to death.
 Lizardmen turn two: they got the charge in with the saurus cav into the skeleton unit wile also charging the back of my zombies with the left over saurus
 Vampires turn three: The terrorghiest destroyed the skink skirmishers that were comeing in to poison him and  my zombies were utterly annihilated.  
 Lizardmen turn three: Seance the zombies are not in the way any more the units that kill them are free to charge and kill my terrorghiest
Vampires turn four: my skeletons died and the only unit left is the hexwraiths   
 not sure what happened picture wise hear but I walked thru the skink cohort to allmost destroy them   

 and now they get killed to combat resolution

A rather solid lizardmen victory 





Friday, December 20, 2013

Vampire Counts VS. High elves Game one

 Deployment: the empty plate is supposed to be Forrest in a few battle reports they will finally have there trees that were lost in my basement for a long time  the only other confusing thing on the table is the set of templates. They are a river I need to get around to building some scenery to represent a river as they come up a lot but I have not gotten to it yet.
Oh and this is a watch tower mission and the house in the center is the objective
The high elves got to go first  and shuffle forward a bit to set them selves up for later they also took a shot at the terrorghiest with the bolt thrower and did nothing to it
 The first vampire turn was also a general advance and bulking up my units with magic.
 High elf turn two consisted of pinking away at my units and moving up his reaver cav to block me from marching 
 Vamp turn two my necromancer finished off the cav on my flank with magic missiles  I should have moved my hexwraiths out to the flank of the skeletons but sadly I did not   
 High elves turn three the sword masters charged my zombies and the seaguard charged my skeletons if I am not mistaken this was when he challenged my vampire I accepted and got wiped out due to him drinking a potion of strength and with his high initiative and always  strike first rule getting him rerolls to hit and a really high chance to wound me.  
 Vampire turn three I swooped over the combat between the zombies and the sword masters with the terrorghiest to screech at the bolt thrower in combat the sword masters finished off the zombies and the skeletons keep grinding down the unit of seaguard  
 High elf turn four: The sword masters are now in the tower and the ongoing combat with the seaguard is slowly going to the undead due to healing of losses and dragging down a few elves each combat.
Vampire Turn four: The terrorghiest moves over to get at the archers because the swordmasters have the banner that gives them a 2+ ward save vs. magic so the chances of doing wounds was really low
the rest of the turn was ongoing combat   
High elf turn five: The ongoing combat is coming to an end but the elves survive again and the archers take some shots at the terrorghiest  
Vampire turn five:I finally finished off the elves with the skeletons I also charged the archers they chose to flee 
 High elf turn six: The archers failed to rally and the sword masters easily hold the tower
 Vampire turn six: The hexwraiths ran down the archers and I reformed the skeletons to attack the tower a day late and a dollar short sadly 
So the high elves hold the tower and win the game!  after this game  I decided I needed a unit of graveguard both to serve as an effective combat block but also to take that damn tower after some one with decent combat skills takes a tower.

Still this game was a blast to play and I look forward to fighting them again in a different mission.