Vampire Counts, Turn 5: Here Comes the Sun
The
Empire centre was in disarray with the loss of its commander and
battle standard, and the bulk of the undead forces were finally
within reach of the enemy. Mannfred smiled with satisfaction. The
cattle could only resist for so long. When he displayed his full
powers, the fear festering in their hearts would get the better of
them and it would all be over. In fact, perhaps the time for direct
action was upon him...
On
the Vampire Counts' right flank, the Zombies fighting the Longbeards
and Kallad's Hammerers were finally starting to dwindle in number as
the grim-faced Dwarfs reaped a terrible toll with their great
weapons. The Thunderers held the Black Coach in place as planned,
trying to avoid the flailing hooves of the unnaturally invigorated
skeletal horses and the deadly sweeps of the Wraith's scythe. Next to
them, the stalemate between the Hammerers and the Spirit Hosts
continued, however the last Dwarf in the smaller regiment finally
succumbed to the ghostly talons of the enemy.
The
Daemonslayer was about to finish off the Banshee when his unit was
assaulted by a vast column of Skeletons, who finally had room to
engage now that so many of the Wraiths had fallen. After waiting so
long however, they found an enemy that was more than ready for them.
The Troll Slayers had been locked in a fearsome and futile struggle
with the Wraiths, forced to fend off the enemy when they wanted to
attack. In the Skeletons they saw their release, and set about them
with axes flying. For all their numbers the Skeletons were utterly
outclassed and were pushed back. The Banshee felt itself torn asunder
by the enemy surge, and vanished with a pitiful wail of frustration.
The Vampire Count right flank finally brings its force to bear as the chaff clears. |
The Swordsmen finish the last Fell Bat, only to cop an overrun from over 100 Ghouls. Sucks to be them. |
The Dwarf lines sag under pressure from the overrunning undead |
Toward
the centre, the Slayers fought on against the Wraiths, enjoying less
success than their fellow Slayers had in the face of ghostly
opposition. The Daemonslayer cut down another Wraith, however the
scythes of the enemy flashed and fell, and his resistance was ended.
The Slayers now had no means of harming the remaining Wraiths, save
through strength of numbers. Meanwhile a small regiment of Grave
Guard was advancing on the Slayers' flank, preparing to take
advantage of their predicament (note that the map doesn't
adequately convey this – I missed moving them forward to where they
should have been. GG5 should be menacing the Slayers' flank...)
With
an eerie, echoing cackle, the Hexwraiths rode forward once more,
halting upon the hill in the midst of the enemy lines, right in front
of the vulnerable artillery. Their path took them directly through
the Krakenberg Handgunners, scything down 5 of them. The screams of
the fallen were unnerving, but they courageously held their position
in the face of such unnatural horrors.
The Volley Gun is charged by the Fell Bats |
Throwing
his arms in the air and screaming his sorcerous incantation to the
skies, Mannfred Von Carstein summoned forth the Purple Sun of
Xereus. The enemy could only stand helplessly and watch the
terrible display of power as the spell was irresistibly unleashed
upon them. A baleful ball of amethyst light appeared in front of the
Vampire, and with a hurling gesture he sent it spearing through the
lines. The first to feel his wrath were his own Skeletons, who had
guarded him so loyally until now. 23 of them were torn asunder by the
unnatural power of the spell as it surged onward. Next in its path
were the Knights of Martin's guard, and 11 of them fell to the
spell's searing touch. Men and horses screamed, and the strength of
their formation was all but shattered. The spell passed onward,
tearing apart 4 of the Fell Bats as they flew in to fight the Volley
Gun, and obliterating the machine's crew at the same time. Finally it
came to rest in the centre of the poor Krakenberg Handgunners, who
lost 7 of their number to its effects. This was too much for the
remainder of the regiment, and they turned and fled away from the
dire power of Mannfred, rushing through the lines of their Dwarf
comrades in their haste. The violent destruction of the Volley Gun
was too much for the Krakenberg Spearmen, who turned and fled back up
the hill.
Sunburnt: Yep, that's what he killed. 52 wounds, which generated 16 power dice for what had been an empty power pool... |
Sun damaged: the path of the spell after casualties were removed. The Handgunners were about to panic... |
The
remaining power was hoarded by Adolphus Krieger himself. Using Van
Hels Danse Macabre, he fortified his own regiment of Skeletons as
they swept through the Dwarf resistance. But he had still more power
thanks to the carelessness of Mannfred. Not content that the Ghouls
had made contact with the enemy at last, he used his foul magic to
ensure that their fallen would not remain dead. Assisted by the
rudimentary efforts of the Ghoul King, he threw all of his strength
at the spell the Invocation of Nehek,
spreading its effects over a vast area. The spell
raised back more than a dozen of the Ghouls that had been laid low by
the combined fire of the enemy. Skeletons that had been lost were
reconstructed too, and Spirit Hosts, Bats and Wraiths nearby were
also fortified. It was not without its cost, however as the
Necromancer lost control of the spell at its completion and left
himself drained and confused like Mannfred. His influence would be
limited from that point onward, and his befuddlement came just as he
had charged into a legion of Dwarf Warriors...
The
devastation of Mannfred's magical assault was palpable. Martin's
Knights failed to recover, and Axelbrand was cut down in his
challenge with the Wight King. 8 more Knights perished to the killing
blades of the Grave Guard, and the Knights were broken. They turned
and fled, but the enemy did not to pursue – they simply reformed
the ranks silently and watched the Knights flee with empty eye
sockets.
The sad remnant of Martin's once-proud Knights turn and flee, the and the Grave Guard just stand there and wave their bony hands goodbye. |
The resistance in Empire centre all but collapses. |
The Black Knights and Grave Guard reform after disposing of the last of the Teutogen Guard (Greatswords) |
Gothard's Knights in a bitter fight with Jaeger's men. |
The
Steam Tank driver was finally put out of his misery when one of the
Wraiths burst through the walls of his steel prison of fear and
scythed him down. The ghostly forms then reformed toward the Empire
lines once more, prepared to sow yet more terror and destruction. The
remaining Freelance Knight's attempted rescue of the other Steam Tank
ended in failure as he was pulled from his saddle by the Zombies,
just as his comrades had been. The driver of the Tank remained
huddled inside the machine, oblivious to the failed heroics nearby.
The
damage the Knights of the Divine Sword had dealt to the Grave Guard
on the charge had been convincing, however their lances were now
useless and the enemy had been bolstered by the foul magic of the
Corpse Cart as it charged in alongside them. The Knights cut down
some more of their opponents, but in return they wielded their great
weapons with unnatural speed. The battle standard bearer of the Grand
Theogonist was summarily cut down, and a number of Knights fell with
him. Their lances useless and their confidence battered, the glorious
Knights of the Divine Sword turned in heroic flight, all but knocking
the Knights of the Blazing Sun from their mounts as they rushed to
get past them. Once more the Blazing Sun Knights were left thanking
Mymidia that they alone were not cowards like all the other knightly
orders on that flank...
The Blazing Sun Knights disdain the cowardly flight of the Divine Sword as they pass by. |
Empire and Dwarf Alliance, Turn 5
Empire and Dwarf Alliance, Turn 5 |
The battle was not going well for the Empire and their Dwarf allies. If it was to be a victory here, it would be an inglorious one with no army standards flying boldly, and with the heroic leader cut down. The foul magic of the Vampires had done its work, striking the heart of the Empire lines and leaving both flanks weakened too. There was work to be done if the day was to be salvaged.
Things looking grim in the Empire centre. |
The
Hammerers fighting the Spirit Hosts were still unable to make any
headway, but nor would they be moved. Similarly, after their initial
enthusiasm in finding something their weapons could actually hurt,
the Slayers fighting the Skeleton regiment slowed their assault and
could not make any progress in the face of such vast enemy numbers.
Adolphus'
Skeleton unit rushed through the butchered remains of the Longbeards
and into the waiting Dwarf Warriors, who hefted their weapons, raised
their shields, and prepared to exact vengeance upon them for the harm
done to their kinsmen. The Skeletons fought in a frenzy, bolstered as
they still were by Adolphus' earlier spell-casting. The undead did
far more harm than would normally be expected, with the Necromancer's
personal banner bearer leading the way. Shockingly, the Dwarfs found
themselves over-matched by the tide of dead rushing toward them.
Feeling their line start to break, those Dwarfs nearest Adolphus
instead surged the other direction, throwing themselves at the Master
Necromancer. Adolphus raised his arms as if you shield himself, and
his champion moved to intervene, but it was too late. The axes of the
Dwarfs buried themselves deep in his shrivelled heart, and he fell
beneath the stampeding bony feet of his regiment as they chased down
the fleeing Warriors. Their mometum carried them into yet another
regiment, this time the newly rallied Krakenberg Handgunners, who
could barely believe their eyes. They were not having a good day.
The
Krakenberg Swordsmen did their best to brace for impact as the tidal
wave of Ghouls washed over them, but it was futility of the highest
order. The Ghoul King himself tore most of a rank to shreds, and his
minions followed suit. Some few Swordsmen lived long enough to turn
to flee, but they didn't get far, and were pulled down from behind my
filthy, taloned hands.
The
Slayers held their ground stubbornly in the face of the Wraiths, no
longer trying to swing back and singing their deathsongs in deep,
rumbling voices. A number of them fell to the ghostly Scythes, but
still more remained and continued their song. Behind them, the Fell
Bats had swept on past the remains of the Volley Gun and into the
Engineer who had been supervising them. He fell quickly, still
overcome by the horror of the magic that he had witnessed before. His
scream as he fell upset the Averland Spearmen and they turned to run
across the lines, even as the Krakenberg Spearmen regained their
courage and halted their own flight. The sad remnant of Martin's
Knights continued their flight, their spirits broken.
The Krakenberg Halberdiers charge down the hill, into the waiting Black Knights. |
The Black Knights are dealt with, but without being allowed to overrun, there are enemies all around... |
The last Black Knight is dragged from his saddle by the Free Company |
The War Altar flanks Gothard's Knights, whilst the Wraiths watch on hungrily. Wraiths are always hungry. |
The Knight clash continues, as Kurt III fails to break the deadlock. |
The
Captain of the Knights of the Blazing Sun held his sword aloft as he
led his men into the Grave Guard that had been pursuing the Divine
Sword, “Let's show them how it's done, lads!” The Averland
Crossbowmen on the hill also joined in the charge, hitting the Grave
Guard in the flank. They lost a couple of their number to the enemy
blades, but the courage of their charge was decisive. Between them,
the regiments destroyed the Grave Guard and regrouped on the edge of
the hill. Nearby, the Outriders continued to struggle against the
Fell Bats, but they were losing the contest and there were few of
them left. Sadly their comrades seemed oblivious to their plight and
reformed facing the rest of the field...
What Grave Guard? The Blazing Sun Knights and Crossbowmen wonder what all the fuss from the Divine Sword Knights was about. |
End of Turn 5
Battle
Points:
Vampire
Counts: 11
Empire/Dwarfs:
10
You
can continue by reading Turn 6 the battle report here.
Alternately,
you can go to the Battle of Hel Fenn main page.
Great report guys, I'm still awed by the amount of models involved.
ReplyDeleteThis is a great battle report. How do you do the maps?
ReplyDeleteThanks John.
DeleteThe maps are done using an tool called Battle Chronicler. It's free to download, and makes the job a lot easier (although it's still time-consuming for something like this). Google it.
Oh, but if you use it much, make sure you save and restart it regularly. It starts to chug after a while and hogs memory. Might have a memory leak or something. Still worth it, though.