As noted at the end of the notes for turn 2, a decision was made at the start of turn 3 that from turn 4 onward, the Chaos players would be permitted to target Karl Franz with shooting attacks. The decision seemed logical as the reason I gave for protecting him was that Gurug’ath wanted the satisfaction of killing him personally, and Gurug’ath was long gone. Also, the great and glorious Emperor looked set to not move for the entire game, and I figured it might encourage him to get a bit more involved.
To cushion the blow a bit, we decided that units wishing to shoot at him had to pass a Ld test first, as they struggled to overcome their standing orders.
Chaos Turn 3
Chaos turn 3. |
“Gurug’ath has failed us,” the chorus of voices seemed to moan and shriek, roar and gurgle. “The human Emperor must fall. Bring us his head.”
Karl Franz shifted slightly in his saddle as hundreds of baleful eyes seemed to shift his way all at once.
Chaaarge! |
The invincible chimera joins the ogres in beating ups some pistoliers. |
There are fewer ogres than I remember. Clearly the shooting did a fair bit of damage whilst they spent time reforming. |
The daemon prince gets some help and the furies arrive to annoy the halberdiers |
What on earth is that thing? And why does it look like it's about to go all Saturday Night Fever on us? |
Just another angle. Plenty more chariots where this one came from! |
Marauders charge the demigryphs |
The marauders are predictably out-fought. I think Dave forgot he was steadfast though, which was kind of the point... |
Beasts of nurgle and marauders charge the small knight unit, but Ld10 and stubborn from Karl Franz ensure they're not going anywhere. |
A constant stream of reinforcements move up behind. I think the central BSS was in this plaguebearer unit, so Dave wanted it up close. |
Behind the bestigor, both skullcannons of Khorne lined up shots against a steam tank, trying to finish off the wounded steel beast. Perhaps distracted by the whispered instructions of the Chaos gods on the winds, both cannons failed to fire properly, although exactly how bad the misfires were was unclear, information that was perhaps deliberately confused by the ruinous powers (and/or the Chaos players).
The Kislev free company are gone, and the White Wolves and minotaurs continue to grind each other to dust |
No mercy! There's only a few of them left. Should be fine, right? How many attacks do they have each now? Only 24 between the 3 of them? Oh, we got this... |
Send in ALL the bloodletters! I guess they should be steadfast, right? |
The swordsmen depart in a hurry whilst the greatswords go back to fighting alone. |
The most handsome man on the table decides to make friends with some ogres |
Large, obnoxious dice were used as wound counters in too many places. If we ever do this again, I will address it. |
Eyeing the easy target of a steam tank, one of the sorcerers on the eastern flank conjured up a Purple Sun of Xereus and sent it forth with a gloating cackle. The laughter died on his lips as the spell fizzled out well before it reached any victims, and the sorcerer was careful not to look any of his comrades in the eye as he tried to pretend that nothing untoward had occurred.
The chaos sorcerer embarrasses himself with a particularly poor Purple Sun of Xereus |
Some ogres just don't know when to quit. |
By our powers combined, we might ALMOST be able to kill this single flagellant. |
I'll go you, Valten! |
The other leadbelchers cop a whole lot of troll to the flank |
The surviving leadbelchers escape |
The greatswords may be in trouble |
Empire Turn 3
Vlad Von Carstein's Undead Reinforcements
(Not all of whom make it onto the map at this point...)
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GG1 50 Grave Guard
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GG2 50 Grave Guard
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GG3 30 Grave Guard
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G1 80 Ghouls
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G2 80 Ghouls
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G3 60 Ghouls
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S1 65 Skeletons
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S2 50 Skeletons
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Z1 80 Zombies
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Z2 80 Zombies
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Z3 80 Zombies
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Z4 60 Zombies
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HW1 5 Hexwraiths
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HW2 5 Hexwraiths
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CW 9 Cairn Wraiths
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CC1 Corpse Cart
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CC2 Corpse Cart
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SH1 3 Spirit Host
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SH2 3 Spirit Host
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BG Baltasar Gelt
Empire Turn 3. Vlad himself is in GG2 |
On the eastern flank, the waters of the Revesnacht river suddenly churned as Vlad sprung his trap. Classically megalomaniacal Von Carstein laughter echoed across the battlefield as rank upon rank of the living dead emerged from their hiding places under the water.
The river is full of dead people! Like, really overflowing... |
OK, so dire predictions that we would not be able to fit everything in a single wave proved very true. Oh well, it's nice to have reinforcements up your sleeve. |
Zombies! In your heee-ead |
And some ghouls! |
Oops! Ah, I meant to do that! |
Vlad's grave guard versus the rather defensive Tzeentch chosen with shields. That's a sorcerer lord at the near end. |
Lead from the front eh, Vlad? |
The forsaken cop 80 ghouls to the flank. Not great. |
Things are happening in there somewhere... |
It gets a little simpler once the greatswords are gone and the combat splits |
Even with ASF from the corpse cart, the grave guard can't win decisively against the chosen |
Things engaging all along the eastern flank |
The Slaanesh warriors manage to fight the wraiths and grave guard to a draw |
I thought the wraiths would tip this one, really |
Flagellants flank the poor old trolls |
The trolls are gone, bring on the next challenge! |
Valten deals with the chimera in the foreground, whilst the chimera faces the ironguts. I'm not entirely clear how the wounded chimera doesn't die or break in this one. |
Ogres pursue into the flank of a unit of Chaos warriors |
The wolfygryphs rescue the greatswords whilst the steam tank drives over the Tzeentch sorcerer |
We're not finished yet! The bloodletters had not been in the greatsword combat this turn because the greatswords had dwindled too much to keep them in contact. Poor guys. |
I think I'm bogged on something. |
Not many models left in the fight now |
The Reiksguard and Teutogen guard (greatswords) move to assist the other knights, with mixed success. |
They have quite the cheer squad behind them. |
Bestigor vs greatswords. Great weapons everywhere! |
The demigryphs charge into the Chaos lines all by themselves |
The west flank finally moves |
Another rescue operation under way |
The luminark runs down the broken ogres |
Mecke and his merry knights made short work of the chaos hounds despite their bedazzled state thanks to Acquiescence, but they could do little more than congratulate each other in a befuddled fashion once they were done.
The halberdiers next to them could do little more than try to fend off the ogres and chimera tearing into their ranks, despite a nearby grey wizard casting the Withering, weakening the ogres and making them more susceptible to the blows of the soldiers.
For the emperor! (ie: quick, before they have more than 4 attacks each) |
Ow! Where did all the demigryphs go? |
The Griffon goes in alone before nearly everything around him gets shot or panicked. |
"Nothing can stop me!" I admit I was surprised he could even break through the Nurgle chariot. Oh we of little faith in Sigmar... |
Turn 3 Original Notes
Turn 3 Chaos
Movement
Shooty
- Ogres and walk-it-off chimaera charge pistoliers, s&s does nothing, chimaera makes it
- furies charge death mages unit, makes it
- khorne ogres charge swordsmen fighting daemon prince, can’t fail
- gorbeast chariot charges same swordsmen, makes it
- chariot charges helblaster needing a 9, rolls triple 4s
- minotaurs run at demigryphs
- rest of flank advances
Middle
- BESTIGOR CHArge free company.
- Capslock key sucs
- Blood letter conga charge great swords
- Khorne rauders and beast of nurgle are doing things. Like charging small knights in the centre. How painful.
- Marauder horde fails to hit demigryphs, block beside them are in.
Valten
- giant and flamey guys charge petite great sword unit.
- trolls beyond number charge leadbelchers.in the flank.
- Giant charges into ogre bulls. who have a bruiser with gw.
- General shuffling follows.
- Rhys does confusing things with a horde of warriors. REALLY confusing things.
- Rhys realises that he should not have listened to Leopold.
- rhys’ army revolves slowly around itself.
- cousins is called on to swift reform stuff.
- pete seethes with generic angst.
Magic
Power: 31 (channels: 1)
Dispel: 19 (channels: 1 + luminarch)
Shooty
- bubbled phantasmagoria dispelled
- acquiescence on venator knights, goes off
Middle
- 6d6 final trans says dave. except he means gateway, he gesticulates at the empire. 24! 4 hits. 4 wounds. 2 dead, lame.
- final trans on 27 on many knights. stopped.
Valten
- ze comet…
- spirit leech stank? no, purple sun. goes off on 20 from itty mage. stank hit. does any man among you have the template?
- it goes six inches. classy. does nothing.
- leopold groans and gnashes his teeth at the incompetence of the chaos generals to use magic.
- trans of lead she fails.
Shooting
Shooty
- hell cannons try for double panic on greatswords and halberdiers, miss both times
Middle
- fish cannon. misfire - this turn, next turn.
Valten
- shooting at flagellantes - hell cannon goes boom. badly.
- second cannon vs stank, much to leopolds disgust. Rhys hits his giant and an ogre. who takes a wound.
Combat
Shooty
- chimaera removes pistoliers, ogres and chimaera overrun into spearmen
- gorbeast chariot and ogres help daemon prince thrash swordsmen, enough left for steadfast, hold
- furies don’t hurt mage, lose by tons, double 1 and mostly come back
Middle
- Dave’s happy that it is the hitting things phase.
- Dice are fingered meaningfully. 11 kislevite foot men die. Bestigors reform, having hit the kislevy men hard enough to leave nothing but a stain.
- Khornerauders, beasts of nurgle etc. vs. some knights. Marauders do five wounds. Saved. Beasts do four wounds. All saved. The knights do not flee.
- Nurgerauders vs. spearmen(?) 4 wounds. 2 saves. 2 imperials bite the dust. 16 attacks unleashed. Nothing much happens.
- Warrior priest wounds a minotaur. Minotaurs take 12 wounds. Minotaurs deal 3 wounds. 4 more wounds. 6 more.
- big messy combat with greatswords: Greatswords lose 5 and held, swordsmen lost 3 and broke. panic on demigryphs, who are fine.
Valten
- The giant yelled and bawled, and took a wound.
- Giant fighting ogres. He fell over. This killed it.
- Trolls killed leadbelchers. 5 wounds. Broke, no catch.
- last flags sacrificed selves, DP ran into Valten.
- Forsaken killing blow warrior priest
Turn 3 Empire
Movement
Shooty
- griffon charges bright blue ‘nurgle’ chariot, makes it
- demigryphs charges minotaurs, make it
- peg rider flanks gorbest chariot, makes it
- luminarch charges khorne ogres, can’t fail
- reiksguard knights charge same gorebeast chariot, make it
- griffon charges minotaurs, fails
Middle
- dave’s dice aren’t weighted. they’re performance enhanced.
- stank charges bloodletters
Valten
- stank steamgun no working.
- undead mens start massing.
- mournfangs charge flank of flaming warriors. flagellants flank trolls.
- greg removes vlad”s boat.
- bulls charge chimera.
- other flagescharge dp - but cannot! gah!
- hexwraiths charge giant.
- zombies? in flank of chosen or forsaken slaaneshis
- grave guard in chosen. with vlad.
- wraiths and grave guard into big slaanesh unit.8
Magic
Power: 27 (channels: 2 + hurricanum)
Dispel: 16 (channels: 0)
Shooty
- doom and darkness cast on general’s unit, dispelled
- miasma attempts to drop minotaur’s WS, dispelled
- irresistible withering drops toughness of ogres to 1, kills 1 knight with 7 miscast, loses 4 power dice
Middle
Valten
- comet…? still not here.
- Say what you want about fascism, at least Mussolini made the comets run on time.
- vlas casts purple sun down the flank of giant troll unit, allowed, misfires, kills 7 grave guard, gets no power dice
- vlad invokes. 4 graveguard come back.
Shooting
Shooty
- steam tanks do 2 wounds to giant, fail to hurt skullcrushers
- cannon kills chariot that was fleeing
- cannon does 3 wounds to chariot in front of hellcannons
- cannon does 1 wound to chariot next to it
- handgunners and crossbows kill chariot next to one being eaten by griffon
- cannon hits giant, kills him, panics dogs off the table. giant falls on skullcrushers but does no damage
- cannon and handgunners wound other giant a bit, helblaster kills it
- helblaster scrape duco on gorbeast chariots
- cannon kills a skullcrusher
Middle
- nope.
Valten
- helblaster: nothing worth it.
- skirmishin archer mens - nope.
Combat
Shooty
- furies maul death mage for 2 wounds, no other wounds. swordsmen and warrior priest kill 4, 7 more crumble leaving one
- peg hero does one woudn to gorbull (from the peg), takes one wound in return. demigryphs do 5 wounds. minotaurs kill 4 demis, both units break. peg rider ends up in front of hill. demis go through a million war machines and run off the table. 6 warmachines fail panic, all missile troops ignore it.
- glorious bird beats chariot 3-1, breaks and runs it down, pursues into skullcrushers who he can totally take. bird took 1 wound
- halberdiers kill two T1 ogres, walk-it-off chimaera and ogres fight back and kill a lot, steadfast and don’t break.
- giant knight bus erases dogs, stays where it is
- knights, luminarch and peg rider sort of rescue swordsmen, though most swordsmen die. luminarch runs down ogres, daemon prince ignores things.
Middle
- yep.
- demigryphs kill many warriors, gs’s hit ungor, who fless and caughts. warriors also flee, caught. demis pursue ingto more warriors.forsaken eaten.
- bloodetters reform againststank. no they do not. they do not fit.
- warrior[priest challengrsx minotaur. he=dead. doombull kills 7. he takes 2 wounds. 3 wounds on minotaurs. knights refuse to bugger off.
- demigryphs vs flesh hounds. 4 hounds die. do one wound back. 2 left post popping.
- that big combat with the beasts of nurgle… nurgrauders hit sparmn; 4 spears, one marauder die. many knights hit beasts. a beast dies! a khornerauder dies. horses incompetant. beasts hit things. 36 attacks? rieksguarrd peppered. 1 killed. khornerauders kill a knight. bounce off teutogen guard. khornerauders flee,escape, beasts pop 1,
Valten
- trolls broken, rundown by flags, over run intp halbards
- forsaken broken caught by ghouls
- wraiths gg warriors of slaanesh draw
- chosen of tzzeentch lose but hold.
- chimera and bulls hit one another without achieving a whole lot.
- valten tanks out, is challenged, takes a wound. kills the naughty enemy.
- stank impact hits disco fever to death.
- mournfangs etc. greatswords fear giant. forsaken killing blow. 1 wound on gs. giant does not fall, but jumps. kills gses. mournful fangs kill three flaming forsaken. undead do nothing to giant. stomp does nothing. combat drawn. everything reforms.
WTF? Stupid weighted Dwellers Dice! |
This is amazing.
ReplyDeleteIf one were to buy all those models, you'd probably account for GW's entire profit in the last quarter.
I'm sure that's a said indictment on either us or them... Someone somewhere should be sad about it.
DeleteI hope we will be seeing more of the disco dancing night fever spawn. Could it be that John Travolta sold his soul to Slaanesh to become such the dancer?
ReplyDeleteDoes my heart good to see minotaurs killing the hell out of things again, been too long since I last saw them ravage the tabletop. They actually seem to be the real standout combat units of Team Chaos thus far!
ReplyDeleteThe minotaurs and the invincible chimera were definitely the star performers for Chaos. Turns out minotaurs are a terrifying thing when you can afford to field them in real numbers.
DeleteNo one, Forsaken or not, deserves 80 ghouls to the flank. This has been your most epic report yet and, long though it may be, it is well worth the read.
ReplyDeleteIt is certainly taking long enough to write. I guess it's good that it takes a while to read, then. You can all suffer with me!
Delete