This
post is a continuation of the 20,000pt Hel Fenn battle report, part 1
of which can be found here.
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Turn 2 under way |
Vampire
Counts, Turn 2
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Vampire Counts Turn 2 |
A more detailed map can be found here.
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Black Knights and Coach to the front, Spirit Hosts to the flank: All in a day's work for an Ironbreaker |
The
host of the Vampire Counts was advancing rapidly, and already bitter
hand-to-hand fighting was erupting up and down the line of battle.
The Ironbreakers on the left flank hunkered down behind their shields
and braced as Black Knights and a Black Coach crashed into their
front, whist a Spirit Host rushed at their flank and howled as their
ghostly talons tore at the Dwarfs' armour and weaponry. Though 4 of
the Ironbreakers succumbed to the onslaught, the unshakable courage
of the comrades showed through and they held their ground.
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Fell Bats charge the Dwarf Flame Cannon |
Toward
the centre, a Varghulf found its path blocked by a Gyrocopter, and it
leapt at the rickety machine, tearing the pilot from his seat and
dragging the whole contraption from the sky in a cloud of steam,
debris and broken propellers. The beast barely broke stride, surging
on toward the waiting Dwarf lines. A flock of Fell Bats flew overhead
and swooped upon the Dwarf Flame Cannon, which had been setup right
on the front lines. The crew could find little cover from the foul
claws of the bats, and were all struck down. The bats swept on into
the Thunderers immediately behind the machine, giving them no chance
for a clear shot and they soon found themselves fighting for their
lives.
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Unfortunately what would have been some of our best shots came out a little... artistic |
The
Dire Wolves on the right flank had been all but destroyed, but the
survivors still made their presence felt. One decaying wolf rushed
toward the horde of Slayers and skidded to a halt immediately in
front of them, snarling and glaring at them as they hefted their
axes. The other wolf made to dash past the other Slayers as they
continued to fight the Zombies, however the distance was too great
and it pulled up short with a frustrated growl.
In
the centre, a Varghulf gave a bestial roar and crashed through the
nearby Helblaster Volley Gun. The panicked crew looked to flee or
hide, but none escaped as the brute plowed straight into the
machine, sending it hurtling through the air and crushing 2 of the
fleeing crew. The remaining member who had been trying to hide under
the gun was snatched up and summarily devoured, even as the beast
carried on its charge into the flank of the Averland Halberdiers, as
they braced to receive the charge of the horde of Ghouls to their
front. Panicked men on the flank cried warning to their comrades,
even as the Varghulf crashed into the side of their formation. The
fighting was savage. Urged on by the cries of their Warrior Priest,
the Halberdiers fought bravely, but could only bring down a handful
of Ghouls. In return some two dozen men died screaming to the raking
talons of the Ghouls and the brutal onslaught of the Varghulf.
Attacked on two fronts and now sorely outnumbered, the courage of the
men wavered until the voice of their Captain restored order and
exhorted them to hold the line. (The unit managed to roll double
1s thanks to the extra dice from the Captain's Hold the Line
ability).
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The Ghouls maul the Averland Halberdiers, with a little help from the Varghulf (who killed 11 by himself) |
Count
Martin's Knights and the Slayers made short work of the remaining
Zombies they were fighting, however even as they reformed their
ranks, another unit clawed its way out of the fen, blocking the path
of the Slayers who cursed and made ready to continue their grisly
work. The Knights turned to face the rear of the rampaging Varghulf,
obscured as it was by the cloud of gore and flying bits of
Halberdiers.
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More Zombies appear to tangle up the Slayers, led by Super Zombie himself! |
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Martin's Knights reform in time to witness the slaughter of a great many Halberdiers. |
The
wounded Varghulf in the centre moved around behind the rushing Ghouls
and set itself in front of the advancing Flagellants, roaring its
defiance as they waved their flails about and those nearest the beast
praised Sigmar that their end had indeed come, and was waiting just
yonder.
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The second wave advances |
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The Black Knights charge the Stirland Halberdiers |
With
a thunder of hooves and an eerie lack of battle cries or shouts, the
Black Knights led by Mannfred's personal banner bearer charged into
the Stirland Halberdiers, even as they congratulated themselves on
the swift demise of the Skeletons. Smug though they were, the
Halberdiers were not caught unprepared. The Knights crashed home but
killed surprisingly few men, with the Vampire leading the way by
getting his great weapon tangled in the banner at his stirrup and
cursing more than fighting. In return the Halberdiers brought down a
Black Knight, whilst the Captain leading the unit cut down 2 more
with his Obisidian Blade making a mockery of their armour. The charge
had been brought to a grinding halt and, robbed of their momentum,
the Black Knights were in trouble.
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The Knights do not fare so well as they had hoped. |
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But reinforcements emerge in the form of another regiment of Zombies to the enemy's flank |
Beside
the Halberdiers, the celebrations of the Pistoliers were also
short-lived. Another large pack of Dire Wolves surged through the fen
and attacked them, heedless of the fact that fully a quarter of their
number failed to safely negotiate the foul waters. The Pistoliers
fought bravely, and although more than half of them died, the
remainder held their ground.
On
the Vampire Count left, Gothard the Undying watched the oncoming
Steam Tanks, his eye sockets glowing with a baleful light. Seeing an
opportunity to slow their advance, he ordered both of his Black
Coaches into the rumbling Tanks. They slammed together with a crash,
and both Steam Tanks were damaged by the impact. They were still
operational, but they would have to get through the Coaches if they
were going to threaten Gothard's Black Knights.
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The Black Coaches and Steam Tanks collide |
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Charges along the Vampire right flank |
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The Wolfygryphs cop a brutal combined charge and are wiped out |
Fresh
from destroying the Vargheists, the Wolfygryphs reformed to face the
oncoming enemy just in time to be hit by the combined charge of Blood
Knights, a Varghulf, and Abraxas himself on his hideous Zombie
Dragon. The impact of the charge was terrible, and none of the
Knights survived to flee. With a satisfied cackle, Abraxas swooped on
and attacked the waiting ranks of the Knights of the Divine Sword. He
flew in alone however, as both the Black Knights and the Varghulf
lacked the momentum to join him in his assault (they both fell 1
inch short on the overrun).
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Abraxas finds himself going it alone. "Surrender! I have you outnumbered 1 to 40..." |
If
the Steam Tanks closer to the centre thought they had their work cut
out for them to break free of the Black Coaches, this was nothing to
the despair of the driver of the remaining Tank on the flank as a
shambling horde of Zombies lurched up to his machine and started to
paw ineffectually at it. With a sigh he withdrew inside his hatch,
battening it down tight. There was only so much one can take of
watching the living dead try to beat through solid steel with their
foreheads and the fallen limbs of their comrades. The driver saw the
truth of the matter; until the Zombies had all beaten themselves to
pieces on his hull, he was bogged.
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Bogged in a sea of Zombies |
Behind
this front line of assaults, the undead continued their general
advance. On the far right of the Vampire Count lines, yet another
hidden regiment revealed itself from under the water. This time some
75 Zombies climbed up from the depths, facing the flank of the Dwarf
Longbeards led by their army standard. The unholy howling of Banshees
echoed across the field, with a Gyrocopter and the Empire Captain on
his Pegasus both wounded by their other-worldly shrieks. Seeking to
consolidate their position and continue their morbid existence,
several of the lesser wizards in the undead army cast spells of
little significance in order to draw power into themselves and heal
the damage done by Mannfred's earlier loss of control. Mannfred
himself did not follow suit. Let his lesser minions gather power
whilst they could. When the time came, it would be he that decided
the fate of the battle.
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More Zombies emerge on the Dwarfs' flank |
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The general advance of the undead |
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The Grave Guard horde lurks behind the Varghulf |
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End of Vampire Counts Turn 2 |
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And from the other end of the table |
Empire
and Dwarf Alliance, Turn 2
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Empire and Dwarf Alliance, Turn 2 |
A more detailed map can be found here.
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The Empire charges commence in the centre |
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Combats all up and down the line |
Bitter
fighting erupted all along the line as the Empire and Dwarf forces
responded to the continued advance of the undead hordes. Seeing their
kinsmen under siege ahead, a regiment of Hammerers pushed aside their
fears and charged the Spirit Hosts in the flank, relieving some of
the pressure on the Ironbreakers, though they could not actually harm
the ghostly apparitions they were engaging. Behind them, the horde of
Longbeards responded to the commands of Kallad's banner bearer and
reformed into a deep formation, in order to allow them to reach the
Zombies that had boiled up from the fens on the left flank.
|
The lines after the Empire moves |
The
wide regiment of Slayers barely broke stride as they cut down the
defiant Dire Wolf immediately in front of them and swept onward. In
front, the remaining Gyrocopter flew over to the side of the massive
horde of Ghouls and opened up with its steam cannon. The searing heat
dropped a dozen of the villains, but it made little difference in the
face of their seemingly limitless numbers.
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The Gyrocopter decides that the advancing Ghouls could use a steam bath and moves around the flank to oblige them |
The
Thunderers trying to fend off the Fell Bats found themselves
supported from an unexpected quarter as the small detachment of
Empire archers charged in alongside them, swinging at the enemy with
hunting knives or even using their bows as clubs. Combat troops they
were not, but their courage was enough to force a stalemate in the
struggle.
The
Slayers to the right of the Dwarf lines charged the Zombies in front
of them, even as they emerged from the fens. With brutal efficiency
they hewed limbs and crushed skulls, tirelessly working their way
through the foe. Nevertheless, the Zombies were sufficient in number
to slow their momentum, holding them in place.
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The Greatswords advance behind the central combats |
Determined
to end the Varghulf's bloody rampage amongst the Halberdiers,
Martin's Knights lowered their lances and charged into the fiend's
rear. As they closed with it, Arch Lector Axelbrand uttered a prayer
and holy flames engulfed the tips of the regiment's weapons. The
Varghulf howled at the searing touch of the flames as the weapons
struck home, its unnatural regeneration no protection. It fell
pierced by a dozen blows, but the Halberdiers were far from safe. The
Ghouls to their front continued to scythe through their ranks, even
as they struck back with their halberds. The combat was a bloody
stalemate, and Count Martin led his Knights on into the flank of the
Ghouls to continue their rescue mission.
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The Varghulf dealt with, Martin's Knights carry on into the flank of the Ghouls |
The
Flagellants whooped and shrieked as they charged into the waiting
Varghulf, and though several of them fell to its attentions, wounded
as it already was they swarmed over it and hacked it down.
Disappointed that their potential doom had proven so ineffectual, the
Flagellants spotted the oncoming tide of Grave Guard and, hope of
doom springing eternal, they rushed into combat with them.
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The Flagellants rush to find their doooom |
The
Stirland Halberdiers struggled on against the Black Knights, with the
fervent prayers of their Warrior Priest granting them some protection
against the enemy's attacks. In fact, the protection proved quite
effective, and many enemy blows were turned aside by forces unseen.
The Knights themselves were well protected by their armour, whilst
the Empire Captain with his Obsidian Blade shouldered his way through
the ranks to face the Vampire with his battle standard. He wounded
the villain, but could not bring him down and both regiments remained
locked in the struggle.
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The eccentric uncle on his Griffon and the Captain on Pegasus charge the Blood Knights |
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Fear the glorious birdie and his fearsome beak! Alas, the Blood Knights show him little respect... |
The
Pistoliers fought to the last man against the Dire Wolves, but were
dragged from their saddles too quickly for the Knights Panther to
intervene, as they wheeled about and reformed in preparation to
charge. The Griffon and Pegasus swooped overhead and charged the
Blood Knights behind the Wolves. Lord Gerhardt took a swig from his
vile home brew on the way in (“me Potion of Strength”, he often
told those who looked askance at such questionable public behaviour)
and flailed about him with his enchanted weapon, cutting down only a
single enemy for all his flourishing and adopting muscular poses. His
macho behaviour was cut short when his Griffon was unceremoniously
gutted with brutal efficiency by the Blood Knights, and suddenly
Gerhardt found himself landing face-first in the mud. Fortunately his
comrade in arms, the Captain on the Pegasus, fared much better.
Meeting the Kastellan of the enemy unit in single combat, he cut him
down and held the enemy at bay long enough for Martin's eccentric
uncle to regain his feet (if not his pride).
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Not only is the eccentric uncle reduced to walking, but the whole experience is sufficiently scary that he needs not only a change of pants, but a whole new uniform! (ie: we couldn't find a suitable foot model. Sorry, Gerhardt). |
The
grinding duels between the Steam Tanks and the Black Coaches
continued, however one of the Tank drivers unleashed a torrent of hot
steam from the turret and blasted one of the skeletal horses pulling
the enemy Coach to pieces. With a dismayed shriek, the Wraith driving
the Coach began to loose form and dissolve, and the Coach itself
shuddered and fell apart under its own weight, the magic holding it
together all but spent.
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The Freelance Knights sweep around to face the Zombie Dragon's flank |
Cursing
the uselessness of his allies who had left him to try to wade through
a tide of Knights all alone, Abraxas Von Carstein found himself in a
duel with the regiment's champion. He duly cut the fool down, but he
could feel the weight of the enemy ranks pushing against him and his
Zombie Dragon shuddered and sagged somewhat (he had lost combat by
2 and took a couple of wounds). If he didn't receive assistance
soon, he would be crushed by the sea of steel before him. He turned
to hiss a command to the Blood Knights nearby, but bore witness to
them being torn apart in a hail of shot by the Volley Gun sitting
next to the fort. Not a single Blood Knight was left in the saddle.
Abraxas cursed again; he would receive no assistance from there.
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The Dwarf Stone Throwers with a commanding view of the left flank. |
All
along the line the artillery was continuing to bombard the enemy,
although the congestion of the lines meant they often didn't have an
ideal target as milling units in front of them blocked their line of
fire. The Corpse Cart in the centre was blasted apart by a Cannon,
whilst 2 Wraiths on the left fell to the enchanted fire from a Dwarf
Grudge Thrower, its runes glowing a sullen red as it fired. A
Varghulf on the left was scythed down by another Volley Gun in a
deafening roar, and the crew scrambled to reload the weapon once more
under the watchful eye of their Engineer, who merely grunted his
satisfaction at the damage they were inflicting. Mortar shots landed
amongst Skeletons, blasting some apart but making little difference
in the face of their overwhelming numbers. All across the field, the
story was the same – the Empire shooting was doing damage, but it
was barely a scratch for the numerous enemy. Still they surged
onward, and the fighting would soon get nasty.
|
End of Empire and Dwarf Turn 2 |
End
of Turn 2
Battle
Points:
Vampire
Counts: 1
Empire/Dwarfs:
2
You can continue by reading Turn 3 the battle report here.
Alternately, you can go to the Battle of Hel Fenn main page.
Huzzah! A turn of great and valorous deeds and eccentric uncles changing their under garments!
ReplyDeleteMy poor vampires, they seem to die as quickly as when I use them.
ReplyDeleteDavid