The Battle of Tczew Hill


  The rumble of drums and the blaring of trumpets carried through the hills. The air shimmered and bent around the creatures from the warp gate. Besides them walked the soulless ones- men who had abandoned hope, reason and compassion by selling their souls to Chaos. The Empire lines moved efficiently to sharply barked orders. One look though was enough to show how dire the situation truly was. A group of crazed madmen whipped themselves and howled sorrow-filled dirges lamenting the world’s demise. Priests strode along the lines, preaching the glory of Sigmar and urging the troops to have faith in his strength. A wizard in the fiery robes of the Bright Order positioned himself between the artillery and the crossbows in the east. For the moment, the animosity between the Witch Hunters and the one they considered a witch was forgotten in the face of a greater threat.

 Game was a 1350 point pitched battle (one guy didn’t show up, so instead of 2 Empire 1000 point armies vs 1000 Daemons, and 1000 Chaos Warriors, I ended up fielding every model that I had brought, and expensive [as expensive as Empire characters can be] characters to make as many points as possible).

Empire Army
25 Halberdiers [full command]
detachments of
10 Free Company
8 Free Company

25 Free Company [full command]

10 Crossbows
10 Archers
Great Cannon
5 Huntsmen
22 Flagellants (Prophet)
Halfling Hot Pot (DoW; allowed by opponents)

Bright Wizard, Lvl 2, Doomfire Ring- Spells rolled- Fireball and Wall of Fire
Battle Priest, AoMI, Great Weapon
Battle Priest [General], Icon of Magnus, Heavy Armour, Shield
 

Chaos Army
6 Knights
14 Warriors (about)
Aspiring Champion on steed
Death Wizard Lvl 2- Spells rolled- Dark Hand of Death, and Steal Soul

15 Bloodletters
5 Fleshhounds
Exalted Daemon (mark of Nurgle) [Again, a points consideration).

Assuming Chaos was in the north, there was a two tiered hill in the north east, the lower tier of this hill covered basically the entire eastern third of the board with a small spur jutting out to about the midway point of the board just in front of the Chaos deployment zone. A second hill, one tier, was just in front of the Empire deployment zone of the west, and across from this, on the Chaos side (beside the hill spur) was a group of crags. The Chaos army deployed its knights of the highest tier, the hero just below them, and the Warriors with the mage beside him (but still on the first tier of the hill). The Daemon was at the base of the hill. The Bloodletters went front and centre, and the Flesh Hounds, hid behind the crags on west flank.
 Across the field, the Empire had the Free Company on the extreme eastern flank (across from the Chaos knights), beside them (in order) on the hill were the archers, the crossbows, the wizard, the cannon, and the hotpot. At the foot of the hill, in front of the artillery, were the flagellants, and beside them were the halberds with their detachments. The lack of any real terrain limited the Huntsmen, and they could only deploy a bit ahead of the Empire lines.

 A great cry arose in the north. Blasphemous words of death were silence before they could take shape, as the ground rumbled ‘neath hooves shod in iron and blood. Cannons roared and shafts darkened the sky, but the wave of steel could not be stopped.

 Unsurprisingly, everything in the Chaos army advanced as they got to go first. The Champion joined the Knights, and both they and the Warriors advanced across the hill. The Bloodletters moved over the spur of the hill and the Flesh Hounds raced up the flank and onto the hill overlooking the Huntsmen. Dark of Hand of Death was dispelled (though I had to use all 5 dispel dice- and still only rolled about 12).
 The Flagellants assumed the Halberds could defeat the Bloodletters and moved to intercept the Chaos Warriors. The Free Company prepared themselves to face the Chaos knights. The Halberds and their detachments advanced. The Huntsmen raced across the hill to sit on the Flesh Hounds flank. Magic amounted to nothing as with 3 dice, I never seem to be able to cast WoF, and so he had dice to dispel Fireball, and both priest spells (because of the extra dispel dice from the Flesh Hounds), and the Doomfire ring failed to even wound any of the knights. A cannon shot killed two knights, but the Hot Pot fell just short (my guessing was always a couple inches off and the thing never scattered- I rolled 3 straight hits and never hit anything- don’t use it often enough I guess). None of the archers nor crossbows could get through the knights’ armour and the knights passed their panic test.

 Bloodthirsty screams sounded as the wave of steel crashed against the militia. Again Sigmar shielded his followers from the dark magic. Revenge was expected in the centre as the Halberds and the militia surged forward, but the daemons reveal in the thought of slaughter.

 This was the round that effectively decided the game. The Chaos Knights charged the Free Company. The Battle Priest and Chaos Lord entered a challenge, and the Priest died after managing to fail 3 of 3, 3+ armour saves. A slew of Free Company were killed and they lost combat by 2- a six on the break test and they ran (you do the math if the priest had rolled averagely). The knights pursue them off the board. Dark Hand of Death was again dispelled (his 3 dice gave a total of 12, my 5 dice gave me 13).  Everything else advanced, and no one panicked from the Free Company’s demise.
 The Halberds and the larger detachment of Free Company charged the Bloodletters (the FCd hitting in the flank). Magic again proves to be a no go. The Hot Pot misses the Warriors, and the cannon misfires (losing this turn and the next’s shooting). The crossbows and archers kill 3 warriors. Flagellants continue move to intercept warriors. In the big battle, the Halberd champ is cut down by the Bloodletter champ. A couple Bloodletters and some Empire guys die. With ranks, flank, etc., the Empire wins by 6, but the Bloodletters stay (4 on the break test).

 The knights of blood and steel return to seek more prey. The Daemons seem to grow in size and strength as the blood swirls around them. Fire erupts. Huntsmen scatter. Cries of “Sigmar save me” and “The End is Near” echo.

 The knights come back as the warriors turn to face the Flagellants. The Hounds charge the Huntsmen, who fail their fear test and flee, and are run down. This leaves the hounds back between the crags and the hill on the Chaos side of the field. The exalted daemon charges the Free Company detachment in combat with the Bloodletters. Magic again is a non-issue. In combat, many humans die and the Free Company flees (just escaping the daemon) while the Halberds hold (on a 6).
 Free Company rally. After much hemming and hawing, the Flagellants charge the warriors (and make it in by about 1/2 an inch- this is after my opponent basically challenged or dared me to charge because he though they were short and so did I, but he measured so...). The Crossbows have no target’s and decide to move towards the warriors flank in case they don’t break. The archers position themselves to protect the artillery. Mage raises a Wall of Fire and kills one Chaos Knight, and decides to leave the wall up, hoping for one more when they move and the panic test. Bloodletters kill many more Halberds who break and are run down (though no one panics). The Flagellants crash in and break the warriors though they did not inflict many wounds (WS 2 really hurts them, I think I may have mentioned this before). The warriors and the wizard are run down.
 The knights charge through the Wall of Fire, no knights die, but the Champion takes one wound (damn, not that a wound was expected, but this was just annoying). They destroy the archers and pursue far enough to reach the cannons and at this point we called the game, as he could then easily destroy the Hot Pot, while the Bloodletters and Daemon general would kill the Free Company detachments, and that would have left me my Flagellants (way out in the middle of nowhere), the wizard, and the crossbows.
Final was a solid victory for the forces of Chaos. Not a bad game, and no major mistakes. A bit of luck (the daemons making the -6 break test, and my priest dieing then his unit failing the break test by 1) were the difference. Of course, better guessing with my artillery could have helped as the no armour save from the Hot Pot would excel against Chaos Knights (sure 5+ to wound, but getting rid of the 1+ save is well worth it).
Additionally, though my Bright Mage is painted, he will probably get dropped as this is the second battle in a row he got Wall of Fire, and both it and Conflagaration of Doom are powerful, but too much to cast. I will go with probably a Light Mage, or a Life Mage [Priest of Taal]  instead.
 
 
 
 

Back to 6th edition battle reports

Back to the training grounds