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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…
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1200 points Dark Elves:
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| Characters: |
- Battle Standard Bearer, Hydra Banner
- Lvl 2 Sorceress, Dispel Scroll
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| Core: |
- 20 Corsairs
- 5 Dark Riders
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| Special: |
- 21 Witch Elves
- 6 Cold One Knights
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| Rare: |
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1300 points Necrarch Vampires:
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| Characters: |
- Lvl 2 Necromancer, Dispel Scroll, Black Periapt
- Lvl 2 Necromancer, Dispel Scroll
- Wraith on Nightmare
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| Core: |
- 6 Dire Wolves
- 13 Skeletons
- 16 Ghouls
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| Special: |
- 14 Black Knights
- 3 Spirit Hosts
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| Rare: |
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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!
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