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Website last updated 23 May, 2002


Battle Report

Necrarchs Invade Territory 33!

This battle was fought as a ‘Take and Hold’ scenario, and was played between 1300 points of Necrarch Vampires and 1200 points of Dark Elves in hilly terrain, under the adverse weather conditions of rain.

The forces arrayed are as follows…

1200 points Dark Elves:

Characters:
  • Battle Standard Bearer, Hydra Banner
  • Lvl 2 Sorceress, Dispel Scroll
Core:
  • 20 Corsairs
  • 5 Dark Riders
Special:
  • 21 Witch Elves
  • 6 Cold One Knights
Rare:
  • War Hydra

 

1300 points Necrarch Vampires:

Characters:
  • Lvl 2 Necromancer, Dispel Scroll, Black Periapt
  • Lvl 2 Necromancer, Dispel Scroll
  • Wraith on Nightmare
Core:
  • 6 Dire Wolves
  • 13 Skeletons
  • 16 Ghouls
Special:
  • 14 Black Knights
  • 3 Spirit Hosts
Rare:
  • Black Coach

IInitial deployment saw the bulk of the Dark Elven forces arrayed in the centre, with the fastest elements of the army at the wings. Likewise, the undead centre was decidedly slower than the flanks, with a preponderance of ethereal troops in the left flank, ready to advance through the steep hills on that flank.


Winning the roll off for the first turn despite the large number of units, the Undead surged forward to engage the foe. The Ghouls occupied the forested hill in the centre overlooking the objective, ready to attack from the trees.    On the left flank, unhindered by the difficult terrain, the Spirit Host and wraith moved to within charge range of the Dark Riders and Hydra. Likewise the right flank saw all the Undead units close the distance to the enemy.

The magic phase for the turn was quiet, all the spells cast by the Necromancers silenced by the use of a dispel scroll by the Sorceress.

The Dark Elf first turn saw the Dark Riders declare a charge on the spirit host advancing through the steep hill to their front, but their steeds panicked and refused to move.

Then disaster struck as the Cold One Knights rolled an 11 for their stupidity test, the truculent beasts shambling forward at half pace, putting them well within the charge range of the Black Coach.

In the shooting phase, a massive gout of flame boiled forth from the jaws of the Hydra, incinerating a Ghoul.

The Sorceress, having moved onto the hill to draw a bead onto the Black Knights, then tried to reduce numbers of the heavy undead cavalry before combat was joined, but her Creeping Death was dispelled.


With most of the Dark Elf units now within range, the Undead opened the turn with a series of charges. The Spirit Host charged the Dark Riders, who fled before their charge. Likewise, the Sorceress fled to escape the murderous attentions of the large pack of Ghouls.

The Black Coach, seeing the Cold One Knights now within its charge arc, thundered into the elite warriors, who attempted to flee the charge, only to run off the table, bringing the Battle Standard as well! Unbelievably, Michael had rolled a ridiculously high number for his flee distance.

In the magic phase, the Undead General managed to miscast his spell, rolling a double 1 on the miscast chart, then rolling a 1 to wound for the S10 hit he received! The second Necromancer had more luck, casting an irresistible Gaze of Nagash into the Hydra, inflicting two wounds on the beast.

Now that the reckless charge of the Ghouls had left them awkwardly in front of the massive Hydra, the Beastmasters wasted no time in goading it to charge.

Elsewhere, the Dark Riders rallied and attempted distance themselves from the Spirit Host, as did the fleeing Sorceress. However, her flight had left her well within the charge range of the Wraith, who stood poised to charge.

In the magic phase, the Sorceress attempted to destroy the Wraith to avoid the inevitable charge, but her spell was thwarted by a dispel scroll.

The Hydra and Beastmasters struck left and right at the repulsive Ghouls, but succeeded only in slaying one of the creatures. In return the Ghouls killed both Beastmasters, but completely failed to wound the great beast. The Hydra passed the ensuing break test, but failed its monster reaction test. Thankfully a result of five was rolled, and the creature stayed to defend the corpses of its fallen masters.

Once again the Undead declared a series of charges at the enemy. The Spirit Host charged the Dark Riders again, the fast cavalry fleeing once more. The Black Knights engaged the Witch Elves, while the Dire Wolves moved to intercept the Corsairs.

In the magic phase, the Undead General, who had since left the unit of skeletons and entered the wood, unleashed a Curse of Years unto the Corsairs, killing three outright.

The combat phase saw the Black Knights slay four of the frenzied Witch Elves, who promptly caused four wounds in return, only to have them saved by the knights’ armour. Panicking, they turned to flee, only to be overrun by the Undead riders.

The melee between the Hydra and Ghouls saw the demise of two more Ghouls, and despite causing a grand total of five wounding hits, the monster’s thick hide completely saved it from harm! Evidently awed by this phenomenal display of resilience, the Ghouls fled a full 12’’ from the enraged creature.

Seeing a chance for revenge, the Corsairs tore into the Dire Wolves, promptly ripping the undead hounds apart.

Elsewhere, the Hydra unleashed a sheet of flame at the skeletons, destroying four of them utterly.

In the final turn of the game, the Coach charged the Corsairs, who chose to flee rather than be charged by the infernal machine in the flank. Unfortunately, Michael’s dice failed him once again, and the Coach overran the Unit. With that, the battle was concluded, with a victory firmly in the grasp of the Undead.

END!

 
 



Neferata ponders over her next conquest






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