Chaos Turn 4
Walach Harkon's Blood Dragons
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Wal Walach Harkon
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Ter1 Terrorgheist
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Ter2 Terrorgheist
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Ter3 Terrorgheist
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Ter4 Terrorgheist
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BK1 7 Blood Knights
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BK2 5 Blood Knights
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BK3 5 Blood Knights
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Blk1 15 Black Knights
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Blk2 10 Black Knights
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Blk3 10 Black Knights
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BC Black Coach
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Vg1 Varghulf
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Vg2 Varghulf
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Geist1 8 Vargheists
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Geist2 7 Vargheists
Chaos Turn 4. The Blood Dragons arrive. |
It was with some satisfaction then, when he noted the timely arrival of Walach Harkon and his Blood Dragons from the north. It appeared they had been shadowing the Chaos invasion and had chosen now to strike the enemy from behind.
OK, so nobody had a suitable model ready for Walach. My dragon prince champion got a quick bit of re-colouring and a promotion! |
Things are about to get even more congested on the eastern flank. |
As the chimera leaves, 3 terrorgheists arrive to take its place. |
And another terrorgheist, just because. |
The Blood Dragons arrived in a storm of beating wings and a thunder of hooves, with the majority of their forces making straight for their fellow undead in an attempt to relieve the Chaos regiments fending them off.
Var-things to the rescue! Vargheists and a varghulf swing the combat well into Chaos' favour. |
Walach Harkon heads straight for Vlad's bodyguard whilst a vargulf uses a corpse cart as a springboard to join him. |
The zombie dragon about to get to work, eating the grave guard. |
Vlad managed to jump into a challenge with the Tzeentch sorcerer lord and took his general displeasure out on the poor guy. |
The river starts to fill up with the re-deaded undead |
Where did all my grave guard go? |
The free daemon prince is still going. Now he's joining the forsaken to help fight the mournfangs. |
Having finally dealt with the remaining leadbelcher, the wounded daemon prince ran across to
assist the forsaken that were fighting a losing battle against the ogre mournfangs. Its arrival was too late however, as the the forsaken turned and ran even as it leapt into the fray. The forsaken fled frantically through and around ongoing engagements and regiments from both sides, before finally emerging behind their own lines.
The giant fighting the hexwraiths by the river flailed uselessly at them, sweeping the tree trunk he used as a club through his ethereal opponents. He was clearly too daft (or drunk) to realise that his efforts were futile. For their part, the hexwraiths found the giant to be made of sterner stuff than most human-sized targets, and they failed to strike a telling blow.
The flagellants take on 2 Khorne units at once. |
The retreating forms of the Khorne halberd warriors. They fled very speedily. |
Ogres flank a regiment of Khorne warriors, but are rescued by Nurgle chosen. |
Get out of our way! |
The ironguts reform to face the murderers of their ogre kinsmen. |
The wolfygryphs are counter-charged by a chimera. |
Insert yelping dog noises here. At least they got away. |
What sort of formation do you guys call that? Doesn't look legal to me. Lazy daemon players. |
There were so many of them once... |
The greatswords feed themselves to the bloodcrushers. |
The Teutogen guard are flanked by a ton of plaguebearers as soon as they reach the bestigor. |
Their courage was all the more impressive in light of what was occurring on the hill behind them. Karl Franz had chosen a new position behind the front lines but made no attempt to hide, apparently confident that the daemon cannons were no threat. A chorus of sinister laughter seemed to carry on the breeze as one of the supposedly incapacitated skullcannons of Khorne swivelled about and pointed toward him. The eyes of the bloodletter crew glittered malevolently as they opened fire. The shot flew straight and true, and the emperor was blasted unceremoniously from his saddle with the shot also dealing a nasty blow to his loyal griffon mount. Cries of dismay and panic erupted as men moved to check on the state of their fallen leader. It was apparent that the Empire centre could rely no longer upon his presence. The men would have to trust in their own courage.
Urgh! Man down! |
The beasts of Nurgle continued to try to make friends with the Reiksguard and the other Empire knights, however they persisted in poking at them with long pointy sticks and trying to repel their dangerously enthusiastic efforts. The spearmen and marauders remained locked in their dour struggle with neither side gaining a decisive advantage.
The flesh hounds had some friends who all decided to join the party at once. |
A wave of chariots charges into the Reiksguard, swinging the combat back in Chaos' favour. |
The remaining swordsmen have had enough, and turn to run. Unfortunately the daemon prince is faster and hacks them up. |
The skullcrushers make short work of the luminark. |
The blissful, befuddled advance of Garrat Mecke was interrupted when he and his knights were charged by the Chaos knights of both Tzeentch and Nurgle, with Akkorak the Crow himself at their head. Mecke regained his wits just in time to level both his pistols and fire through the eye slits of two of the onrushing knights, however his expert marksmanship was denied by the unnatural protection that only Tzeentch could provide, and the north men continued their charge with no apparent ill effects.
Garrat Mecke's inner circle knights are charged by an equal number of Chaos knights, and promptly fail their fear test. |
Akkorak waded in with 10 strength 10 attacks thanks to the Sword of Antiheroes and the number of characters in the Empire unit. He split his attacks and rolled poorly. |
Next to this struggle, the halberdiers continued to press back against the weakened ogres and chimera. This time their blows found purchase and the remaining ogres were cut down. The chimera was not so easily dealt with, however. Two of the halberdiers struck good blows against the beast, but it simply shrugged them off before tearing them and several of their comrades apart. It was not enough to force the soldiers back, but neither side was going anywhere. The same could not be said for the volley gun that had the misfortune to be on the receiving end of the charge of the minotaurs. The fight was very short, which only served to heighten the rage of those minotaurs who didn’t get to fight, and the mob moved on to the next war machine, whose crew cowered in terror. Some of the handgunner regiments nearby saw a little too much of the slaughter and decided to fall back, some of them leaving the battle entirely.
11 minotaurs vs 1 volley gun. Not really a fair fight. |
Mistakes were made... |
Baltasar Gelt lurks behind the Empire lines, offering moral support. |
Sing for us, pretty birdy! |
Random happy snaps, showing the Chaos advance continuing. |
Empire Turn 4
Empire Turn 4 |
The forces on the eastern flank responded aggressively to the enemy advances. A regiment of swordsmen bravely charged into the flank of the minotaurs as they dismantled another volley gun. The unit’s champion stood heroically against the gorebull and was dismembered spectacularly and the rest of the swordsmen also had little success. Their presence did prevent the minotaurs from continuing their rampage through the war machines, but when the minotaurs shifted their formation and turned to face their assailants, the wisdom of the plan was immediately called into question. A small group of archers witnessed what happened to the second volley gun and decided to depart, squealing in horror as they went.
The swordsmen bravely try to halt the advance of the minotaurs, who by now are already up to 6 great weapon attacks each... |
Soul Blight? Bah! I will live forever!! |
The Empire artillery continued to find targets in the advancing enemy. The daemon prince was no longer protected by the swordsmen it had been tearing apart and, despite dodging more than one cannon ball, it was eventually mowed down by volleys from the handgunners positioned on the hill above. Another chariot was also blown apart.
Several units move in to rescue Mecke's cavalry. |
The Nurgle slug knights ignore Akkorak's curses and turn to depart, but they don't get far. |
Horde of greatswords against horde of Soul Blighted marauders. |
You cowards! I can't believe I painted you all up for this... |
Yeah, you better run. |
Nobody is going anywhere, it seems. |
The other griffons scramble to try to cover Deathclaw from more cannon shots. |
We're running out of Teutogen guard here. |
Is that all you've got? I see you've almost adopted a proper formation this time. |
Victory, but at what cost? Those 2 knights were worth about 1350 victory points. This was not lost on Dave. |
That blue unit in the centre is the fleeing BSB and his friends. Somehow the steam tank didn't make this distance with 3D6 movement. Lucky sods... |
Get 'em! Doom etc! |
Sadly most of the flagellants (and quite a few of the chosen) are no longer with us. |
Valten and friends decide to join the party. |
All set up for the pursuit or overrun. |
The Khorne warriors before the enemy attacks start to land. |
Flagellants try their luck at taking down the Daemon Prince Who Will Not Die. |
What a mess. So to be clear, precisely 2 of the models in this photo are on the Chaos side. |
The grave guard and wraiths collapsed completely as they were felled by the combined efforts of the Slaanesh warriors and the vargheists and varghulf that had come to their aid. The blood knights continued to wade through the zombies, who despite their enormous starting numbers were actually starting to thin a bit.
The ghoul emergency rescue party emerges from the river. |
The ghouls try to break through the varghulf, but the failure to force through Mindrazor made things much harder, as well as denying Vlad the chance to swap out of his own seemingly doomed combat. |
The ghouls could not help him, and Vlad’s fate was sealed…Or was it? Harkon’s blade whipped out, the Chaos chosen pressed in, and the remaining grave guard were but a memory… But Vlad’s fallen form was nowhere to be seen. A moment later he reappeared amongst an unengaged ghoul pack, the great ring on his finger glowing an angry red as its power was called upon to preserve its wearer. The vampire knew he would have to be careful now; the ring’s power would take time to regenerate, and it would not be able to keep him in the battle a second time.
The chosen and Walach reform after their victory. |
That stack of dice there? That's the comet. Now with 14 counters on it (hence the growing dice tower to count it). |
The 3 tenors, no doubt about to perform a lovely concert for some unfortunate audience. |
The Empire generals. Sam looks like he's tiring, but Aaron seems to be going strong. |
The chaos generals and most of the rest of us. |
Come back here, Vlad! I'm not done with you yet! |
You can find part 5 of the report here.
Turn 4 Original Notes
Turn 4 Chaos
Movement
Shooty
- Tzeentch knights led by akkorak charge mecke’s inner circle knights. mencke tried to glock shock two knights with his mad pistols yo but is stopped by a 6+ tzeentch ward save. makes the charge.
- nurgle slug knights also charge mecke’s unit
- chariots charge into knights fighting in luminarch combat
- skullcrushers charge luminarch
- minotaurs charge a helblaster
- black coach and blood knight reinforcements turn up
- plaguebearers, gorbeast chariot charge demigyrphs, flail marauders flank them
- Chris and his undead appear in a puff of smoke to make things even more confused. Chris runs out of space to bring anything else on. Barry the hound glares at stuff balefully.
- breathless rules consulted. chris has a pro strat yo.
- Chriss’s Zdragon into gg.
- varghulf into corpse cart
- bloodknights charge zombies(?)
- nurgle chosen into bulls khorne halbard into flags
- nurgle dp into mournfang
- unit finally moves off comet!!!! rhys goes mad with excitement!
Power: 20 (channels: 1)
Dispel: 17 (channels: 1 + luminarch)
Shooty
- phantasmagoria on mencke’s unit, dispelled
- treason of tzentch on mencke’s unit, irresistible, a couple of horrors die
- gateway on KF, dispelled
- the comet… now has twelve counters. Greg declares the comet ‘stupid’.
- cousins demands tribute of seven dice at the end of the phase.
- Helish vigour on guys fighitng graveguard. Cast on 12. 3d6 dispell. Stopped
- Vanhels on Mine General (walach). 11. Stopped.
Shooty
- rear helcannon blows up
- front helpcanon kills some halberdiers, they pass panic
- Mr. Franz cannon sniped by skillcannon. Oh dear.
- Dave plans to cannon snipe the griffon now to get 100,000 VPs.
Shooty
- skullcrushers slaughter griffon, pursue rider off the board
- minotaurs kill a helblaster, panic handgunners and more handgunners run off the table
- mencke’s unit fails fear. champion kills mage. akkorak splits attacks, 6 on mencke, 4 on unit. mencke takes 2 wounds, unit takes 1. warrior priest (kicked to death by horses) and mage die. handful of knights die on both sides, empire loses but is stubborn.
- halberdiers wipe out T1 ogres, wound chimaera twice. chimaera walks it off, kills 8, loses by 1 but holds.
- demigryphs being mobbed by plaguebearers/gorbeast/marauders/etc lose, run 12”.
- skullcrushers crush luminarch
- chariots kill a bunch of reiksguard, chariot crew hurt peg rider, daemon prince kills some swordsmen. peg rider and swordsmen flee, reiksguard are stubborn.
- Minotaurs smash through most of unit, doombull killed.
- Wolfygryphs flanked by chimera, break, escape
- Teutogen flanked by 45 plague bearers, grinding.
- Knights and beasts did like three wounds each
- Other demigryphs flanked by marauders, front by chariot, plague bearers, break, escape
- varghulf kills corpse cart and over ran into flank of vlad’s GG unit. And yes, GG DOES stand for Gippsland Gamers.
- the long feared super long flee move from densely packed units occurs. It’s about 48 inches long. And involves the flaming forsaken.
- zombies lose 20-30 from bloodknights. they care not.
- varghiests, varghulf, chosen vs. gg and wraiths. vlad did a lot. like 24 wounds. massive slaughter to non-vlad undead.
- vlad killed lvl4, gg kill 1 chosen from 27 attacks. lost by 15 now there are five left.
- hexwraiths and giant bounce off one another.
- bulls vs. khorne 2hw guys and nurgle chosen. 7 warriors dead, 1 chosen dead. 3 ogres killed. stomping. kills 1. chaos win by five, pursue. ogres flee 4. they are very caught.
- mournfangs vs dp achieve little.
- flagellants vs k halberds and flammable nutters: 15 flagey deaths, 11 flammable nutters die. 14 halberders dead. both flee. big unit pursued.big halbard pimps escape.
- chimera killed by ogres.
Turn 4 Empire
Movement
Shooty
- One steam tank misfires and loses all steam, other generates 4 points
- griffon rider, a pegasus rider and the hurricanum charge the nurgle slug knights
- fleeing peg riders rally
- demigryphs fail to rally
- spirit hosts and ghouls charge bsb unit, flees.
- flagellants charge blue flaming men, who flee. redirect into nurgle chosen.
- ghouls and bsb charge varghulf.
- flagellants into dp flank.
Power: 17 (channels: 3 + hurricanum)
Dispel: 11 (channels: 2)
Shooty
- death mage casts irresistible boosted soulblight (quad 6s), death mage dies to feedback miscast
- comet still not down… sigh.
- 6 dice mindrazor on ghouls, dispelled
Shooty
- 2 cannons overshoot daemon prince
- cannon fails to wound nurgle chariot
- handgunners kill soulblighted daemon prince
- no shootage.
- no shootage? there may be shootage. debate entered into. looks like no shootage, but do not quote me on that.
Shooty
- mencke dies to nurgle BSB, reinforcements kill a few chaos knights aided by soulblight. chaos loses by 3, akkorak passes, nurgle BSB’s unit fails, gets run down
- chimarea takes 3 wounds (soulblight), walks it off, kills 5, halberdiers are steadfast
- swordsmen flank minotaurs, champion dies twice to gorebull, helblaster dies, swordsmen stay on steadfast. panic awful halflings off the board.
- COMBAT! YAY! Men in big boots KICKING EACH OTHER IN THE FACE!!
- Sorry. Got carried away there.
- That thar minotaur kills four knights. And he be killed. Such gore. So blood. Wow.
- teutogen grind. beast/knights nothing, everything was nothing until daves marauders made some dudes run who panicked demigryphs off.
- vlad died for your sins. but he got better.
- Giant falls over after jumping a bit. He dies. By falling on ethereal guys, cause even in death, he is too stupid to be effective.
- vlad and unit died, vlad back in ghouls
- varghulf holds up other ghouls with bsb
- gg and wraiths wiped out, no 5oom for reform
- flageys run into chosen, lose a lot, but take some chosen down.
- valten’s unit wipes out nurgle chosen, who kill warrior priest, then over run into khorne/ogre melee.
- khorne 2hw guys vs. knights and ogres wiped out to a man.
Wow... this is reaching new levels of epic.
ReplyDelete(hope there's something left to kill when the comet eventually drops)
Don't worry, it comes down on something eventually...
DeleteWaiting for the next turn!!
ReplyDelete