Warmaster Armies
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240
- 6 Clanrats
220
- 4 Stormvermin
280
- 4 Plague Monks
125
- 5 Rat Swarms
440
- 4 Rat Ogres
125
- 1 Doom Wheel
125
- 1 Screaming Bell
160
- 1 Grey Seer
- 1 Orb of Majesty (30)
215
- 3 Hero
- 1 Sword of Fate (5)
70
- 2 Warlock
- 1 Wand of Power (10)
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2000 - 25/13
|
Alexander Mitasov aka Wargamer [RU]
Warmaster
Trial Armies Compendium 2009
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240 -
4 Spearmen
150 -
2 Archers
160 -
1 Silver Helms
-
1 Banner of Shielding (50)
270 -
3 Reavers
285 -
3 Chariots
140 -
2 Giant Eagles
55 -
1 Elven Bolt Thrower
210 -
1 General
-
1 Orb of Majesty (30)
380 -
2 Hero
-
2 Dragon (200)
-
1 Sword of Cleaving (10)
-
1 Sword of Might (10)
110 -
1 Wizard
-
1 Scroll of Dispelling (20)
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2000 - 16/8
|
Scenario: none, length up to 8 turns
Deployment:
1.
Skaven
full army,
a. One huge brigade. Screaming bell and
Grey seer in centre. Rat ogres, stormvermins and plague monks on both sides.
Rat swarms in first lines o farmy. Clanrats around the Screaming bell. Two
plague monks are turned to rear of army to cover screaming bell against eagles.
2.
High
Elves full army
a. Left wing – strike – all of cavalry
and chariots,
b. Center – shooting brigade – archers
with bolt thrower
c.
Right
wing – spearmen and eagles.
Roll for
beginning of battle win Alexander. But he wanted Skaven to go first.
1st Skaven turn
Grey seer
knows that skavens shouldn’t go much forward because there is a danger from
High Elves cavalry wing. So one order, one move. Rat swarms go ahead of army as
a shield against HE shooting.
1st High Elves turn
Only
shooting brigade moves forward. No magic. No shooting.
2nd Skaven turn
Same as
first turn – skavens only move forward. We don’t know what we should expect
from High Elves.
2nd High Elves turn
Only two
orders to shooting brigade success. Other brigades stay at positions because
false orders.
So brigade
fires at the nearest enemies – Rat swarms (one stand is lost, but stay on place
because they cannot be driven back).
3rd Skaven turn
This is a
right time to start battle. Grey seer needs to beguile the weaker part of High
elves army – spearmen and archers before High elves strike cavalry force
achieve their targets. “Go ahead, go ahead” screams Screaming bell. Huge
brigade is splitted into three parts – right wing is stronger expecting to be
charged by cavalry. Left wing stay because false order.
After first move:
Warlock
move the damaged rat swarm unit before High elves shooting brigade.
After second order = “defended” positions accomplished:
3rd High Elves turn
Initiative
move. Two spearmen units charge.
Other two
spearmen units must be ordered twice – success. Cavalry finally move. Reavers
even three-times. Eagles move to the village to be ready for next turn
charging.
Reavers’s
shooting drive back Rat ogre unit with one stand loosing. Shooting brigade of
archers and bolt thrower smashes the damaged rat swarm unit.
What
unexperienced Grey seer didn’t expect – both of heroes riding dragons
accompanied spearmen charge.
Here it is
before fight.
And after.
Strength of
terrifying dragons is known. Grey seer choose to kill whole units instead of
being pursued. Two units of rat swarms disappeared concurrently with two units
of clan rats. But there are some losses on spearmen side too – two stands of
one spearmen unit.
4th Skaven Turn
Counter
attack begins.
Everyone
who can charge by initiative. Even rat swarms are added.
Second
order for left wing false. So general must move with plague monks covering
screaming bell and after using of Orb they succeed. Both units with dragons are
charged without penalty from terrifying opponent (plague monks and screaming
bell abilities )
Both of
scaven warlocks and Grey seers try to send Death of frenzy spell. But only one
which succeed is dispelled by scroll. Without the magic whole counter-charge
didn’t be strong enough to crash the units with dragons. Both spearmen units
with dragons left only one stand. Do not luck for skaven, very bad rolls to
hit.
On the
other side of battlefield the scaven hero leads brigade of Rat ogres to charge
into the reavers.
And they
succeed. After a few rounds of combat rat ogres killed last unit of reavers.
Reavers are spread and disappear. Surviving last stand of Rat ogres with hero
try to find cover in the ruins.
4th High elves Turn
High elves
general ordered to surround right wing of skavens.
The strongest
brigade of elves – Silver helms and chariots stand in open against rat ogres
and plague monks. But last order to charge don’t succeed because penalties of
too far from their commander. Chance for skaven!
Shooting of
high elves destroy the last stand of Rat ogres with hero in ruins of temple and
drive back remaining units into the wood.
Both heroes
move to other (full) units of spearmen and charge weakened rat clans. Eagles
charge from the village.
After
combat with dragons there are 3 units of spearmen with one stand remaining.
Eagles
destroyed clan rat unit and finished the break point of skaven army. Skavens
fled from battle in panic.
High elves
have won.
Evaluation:
13
destroyed skaven units (5 rat swarms, 4 clan rats, 1 stormvermin, 1 doom wheel,
1 plague monks, 1 rat ogres) + dead hero = 715 points.
3 destroyed
high elves units (3 reavers) and 3 units of spearmen in one stand = 360 points.
Skaven player evaluation:
It was almost 6 from 8 needed to break point + two dragons = 810 points => not enough luck for me. I had
weak center of my army formed only by swarms and clan rats. They were easy
target for terrifying dragons. So it will change for next battle.
High
Elves player evaluation:
Lady luck was a bad girl for both of us, but for skaven it became critical in
some point. I think, Daniel should add more specialised units: second Doom
Wheel, some Jezzails, maybe some Gutter Runners to give command penalties for
enemies. Swarms are good, but they are too soft without any armor. To say about
tactics, skaven can be more aggressive with their command bonus from Screaming
bell. Heroes increase their CV to 9 and can move brigades as good as a Grey
Seer.
I played many times againt Dwarfs and sometimes I took command of Dwarven army.
If your army consists only of infantry, you must have something with
treat-range more than 20cm. If you do not take any shooters or warmachines, you
need very good armor or terrifying creatures. Or a lot of luck.