Chaos Turn 6
Chaos Final Turn |
The steam tank finds itself fighting both skullcrushers and blood knights |
On the western flank, the skullcrushers ran headlong into the steam tank whilst a group of blood knights lowered their lances and charged into its flank. Such was the force of this combined charge and the machine was rocked back on its rear wheels for a moment as the solid mass of brass and steel crashed into it. Using sheer brute strength, lances and sharpened horns were driven into the armour of the steam tank which began hissing steam and clanking in an alarming fashion.
Steam tanks are tough nuts to crack, but this was nearly enough brute force to do the job. They took off 7 of its 10 wounds. |
Minotaurs in the flank with 10 attacks each! Bad things! |
Mmm, fresh meat! Nom nom nom. |
The Khorne knights find a charge at last, sweeping the halberdiers from the field. |
The deadlock continued in the struggles in the centre of the Empire lines, but that didn’t mean that forces behind the battle line were safe. Deathclaw was once again targeted by Bolt of Change, and would surely have been slain were it not for the strange restorative after-effects of the previous time the spell had struck it. Pavane of Slaanesh was also aimed at the griffon, but was dispelled. A hellcannon then fired at it but missed, and just as it seemed that the emperor’s noble mount might survive, a skullcannon very accurately fired a shot over the heads of the other intervening griffons and Deathclaw fell at last. This was a traumatic experience for the nearest griffon rider, who realised that he had failed to protect his charge and panicked, departing the field to a chorus of jeering from the enemy (and some bystanders). The other skullcannon took aim at the single White Wolf fleeing for his own lines and blasted him from his saddle, ensuring nothing remained of the once grand regiment of knights.
Whilst the huge pack of bloodletters had managed to damage the steam tank they were swarming over, they were struggling to finish it off. This problem was resolved when one of the trio of terrorgheists turned its attention in that direction and unleashed a mind-shattering shriek. A brief, agonised scream came from somewhere inside the steel behemoth as the driver was slain by the assault.
Yay, the steam tank is dead! |
Plague drones charge to support the terrorgheist. |
This combat might have gone OK before the terrible singing started. Poor wolfygryphs. |
Valten and his friends pursue into Crom's unit, but the big pigs in the background are about to join in the fun. |
Epic music blares out of nowhere as Crom (or rather, Crom's stand-in since the Crom model got left behind) challenges Valten. |
Knights fall, but not enough - there are 5 left. 1 more and the chosen would have had steadfast instead of needing snake eyes. |
Victory! |
A terrorgheist joins the party as Rhys and Chris throw everything at Vlad's unit to try to crumble it before help can arrive. |
I'm meeeeeelting!! |
Gelt and the other reinforcements watch on helplessly as Vlad is overwhelmed. Maybe he should have manned up and tried to face down Walach himself. That's what ward saves are for! |
Empire Turn 6
Empire Final Turn |
The Empire and their allies throw everything they have into the Chaos forces. Gelt was blocking charges, which is why he went in. |
Valten and his companions, apparently drunk on their heady successes thus far, threw themselves into the flank of a massive formation of Nurgle Chaos warriors. They fought well and pressed their foes back, but the Chaos warriors showed no inclination to retreat in the face of so small a force of assailants.
Grub Kineater continued to wield his great hammer to good effect, smashing Tzeentch Chaos warriors to a mangled pulp and flinging them back into their comrades, but he and his ogres were still unable to make any real progress against the orderly formation of armoured warriors.
Grub Kineater's ironguts are the sole remaining Empire unit still standing near the centre line. |
As had been the case for much of the battle, tired Reiksguard and other knights continued to push away the playful attentions of the disgusting beasts of Nurgle and the spearmen and marauders flailed feebly at each other with barely contained exhaustion. The centre had been pushed back and matters looked grim, but still they held the line.
We've been at this forever. Can we go home now? |
Bogged! These beasts of Nurgle are the worst! |
With the Empire knights out of the way, there is a clear line of fire on the Chaos units. |
Cannons roared to life as they fired into the Slaanesh knights, culling the regiment and knocking the sorcerer lord from his steed. They were not content there however, and turned their attention to Akkorak the Crow, who now sat exposed on his daemonic mount. His otherworldly magical protection deflected the first pair of cannonballs to strike him, but then in their zeal to finish the job and avenge their general, the Empire artillery crew grew a little hasty with their temperamental machines and paid the price.
Two of the Empire great cannons detonated spectacularly as their shots went badly wrong, and confusion took hold in the regiments around them. No less than four regiments lost their nerve, as nearly a hundred crossbowmen and handgunners abandoned their positions and fled from the field. With them they took any chance of salvaging the flank.
Our cannons are not automatically winning the game! Ragequit! |
A second steam tank arrives to rescue the first. |
Those hills had been teeming with missile troops right up until the end... |
Results
How it looked at the end. |
West Flank:
Chaos: 8182
Empire: 7127
Winner: Chaos
Centre:
Chaos: 9517
Empire: 3820
Winner: Chaos
East Flank:
Chaos: 7372
Empire: 9137
Winner: Empire
Final Result: Chaos wins 2-1
A whole lot of victory points were claimed toward the end, although somewhat amusingly it would appear that those cannon misfires on the western flank at the end cost the Empire a draw. The loss of the machines themselves and the 90-odd missile troops that panicked totalled a bit over 1,000 victory points. If those machines had not exploded, the game would have ended a 1-1 draw. Of course, we realised at the end that Sam had failed to remove a cannon that had exploded in about turn 2 (he was presumably too busy removing the crossbowmen that panicked as a result that time around). So maybe this was karma...
Two of the main characters of the game were decidedly uninspiring. Gurug’ath was with us for a particularly short time, although it could be said that at least he did more than Karl Franz. I changed the ruling on shooting him part way through because it was becoming apparent that he was not going to move all game and that seemed rather lame, and it also meant that no Empire units would ever break in his area because of his ridiculous stubborn leadership for the game (hence why Nick didn’t want to commit him foolishly to die).
The whole game was played in great spirits by everyone, and there were a few instances of people specifically doing the right thing for the game rather than what they might have been tempted to do in a competitive battle (like the rocket battery that chose not to simply step in front of the minotaurs and block their charge).
Anyway, that is all. Thanks to everyone who took part, and thank you for reading!
Epilogue
The city of Heffengen was burning. With the battle lost, there had been hardly any defenders left to man the crumbling walls, and the remnants of the Chaos host had swept over them with barely a pause. Akkorak the Crow sat in his saddle on a hilltop overlooking the city. Flames rose from numerous quarters, and the constant chorus of screaming from the citizens within had quieted down to the occasional shriek as his underlings rooted out the last of those that were hiding. By the morning the city would be little more than a smoking memory.
As satisfying as victory was, the Chaos lord knew that the battle had been costly. Two-thirds of the horde that had engaged the human emperor's army lay dead in the field, and far too many of those that remained were daemons. Without Gurug'ath's presence and with fewer mortal worshipers in tow, some of those daemons would be unable to retain their grip on the mortal realm. His army might well be celebrating tonight, but come morning they would be left to face reality - the horde's strength had been broken. There was still mischief that could be achieved here in the heart of the Empire, but the major cities were now safe from their anticipated rampage.
Akkorak turned and rode away from the city, toward his own tent. With Gurug'ath and Vardek Crom gone, the army was now his to command. He needed time to plot his next move.
*****
Baltasar Gelt looked down at the lifeless form of his fallen master - Vlad von Carstein, first and greatest of the vampire counts of Sylvania. The battle had not gone as planned. With the human emperor felled, Vlad overwhelmed and the hero Valten lost somewhere in the midst of the Chaos legions, Baltasar had made the difficult decision to withdraw. The human survivors had done the same, led now by the Reiksmarshall Hurt Helborg in Karl Franz's absence. Taking the body of their beloved leader, they had departed hastily to the south-west, leaving the city of Heffengen to the enemy.
Baltasar had ordered his lifeless minions to retrieve Vlad's corpse from under the piles of fallen ghouls and Chaos warriors once the blood-crazed fool Harkon had tired of the one-sided slaughter of mindless undead and flown off in search of more interesting prey. Now they hid in cave nearby, surrounded by rank upon rank of skeletons and grave guard, waiting patiently for their next order.
Baltasar looked down at the vampire and noted that none of his many wounds appeared to have bled much. Vampires were strange creatures. Powerful, but strange. He looked at the ring upon Vlad's finger - the stone set within it a deep, blood red. He could feel the power of the trinket, although it seemed dormant right at the moment. He knew from the stories that the ring was tied to the vampire's unnatural ability to escape death, but it seemed to have failed this time. Perhaps its power was finally spent.
Reaching down and picking up Vlad's cold, lifeless hand, he began to work the ring off the vampire's finger. With his mastery of magic and alchemy, perhaps he could find a way to recharge it. Such a charm would doubtless prove useful in his struggle against the ruinous powers - the power to escape death was promise indeed.
The ring was more difficult to remove than he had anticipated, and he focused all of his efforts on twisting it and working it past the knuckles. How had Vlad even got this thing on in the first place? Maybe it would be easiest to simply remove the whole finger.
As he looked behind him to reach for a knife, a voice suddenly echoed in the chamber from behind him and the fingers of the lifeless hand closed around his own with crushing force. "What are you doing, Gelt? You didn't think it would be that easy, did you?"
Turn 6 Original Notes
Turn 6 Chaos
Movement
Shooty
- skullcrushers and blood knights charge steam tank, can’t fail
- minotaurs flank charge mencke’s knights, chariot and vargheists also charge in; vargheists fail, others make it
- khorne knights charge halberdiers, make it
- gorbeast chariot flees off the table, other chariots rallies
Middle
- large tzeentch unit into ogres.
- plague bearers do not reach halbardists.
- pumbas go into knight flank.
- trolls charge ogres. and make it. clever trolls. leopold questions this, and they do not make it. apparently. much discussion.
Valten
- some of that stuff was technically on this flank.
- Wallach is bogged, but having a wallaching good time according to greg.
Magic
Power: 23 (channels: 2)
Dispel: 16 (channels: 0)
Shooty
- Nick does not need anything apparently. He thinks differently. He is persuaded. By dave’s Persuad-o-tron.
Middle
- 6 dice bolt of change on deathclaw, wounds, deathclaw saves due to 6+ regen from previous tzeentch lore wound
- pavane on deathclaw, dispelled
Valten
- Helish vigour bubble from wallach on a 28. Dispell? Does anyone care? Going once… going twice… CAST BY THE MAN IN TATTERED RAGS WITH A BONE MOTIF!!
Shooting
Shooty
Middle
- shooting you say? DROP THE ROCK!! deathclaw seems to ignore this. (hellcannon, scatters off)
- skillcannon kills deathclaw, panics another griffon off the table
- terrorgheist screams kill steam tank, many wolfygryphs
Valten
- helcannon shoots… not balthazar.
Combat
Shooty
- blood knights and skullcrushers do 7 wounds to steam tank
- akkorak’s unit kills many knights. empire BSB stabs tzeentch sorc lord. 33 minotaur attacks kill rest of the knights, BSB dies defending the standard
- khorne knights do bad things to halberdiers. one knight dies, halberdiers fail steadfast, flee and get run down
Middle
Valten
- Valten/Crom face/off:
- books consulted at length.
- crom is well dead.
- valten took a wound.
- crom has been ended.
- for you herr krom, der end times IZ OVER!!
- vlad may die again. zombie dragon takes… a wound.
- vlad crumbled. like a stale biscuit.
- bsb vs pumbas. two wounds.
- two of crom’s chums killed.
- crom’s chums… almost get double ones. but do not. exuent stage left, with pumbagors. chosen chased down.this causes other chaps behind to bugger off with startling rapidity. valten and friends look smug.
- pumbagors flee several kilometers and appears on the shooty flank. twas 79 inches. A manly flee move. Or pigly really.
Turn 6 Empire
Movement
Shooty
- 3-wound steam tank attempts to initiate the Dino Protocol with 5 steam points, manages to not explode. grinds off one skullcrusher.
- this causes a day of national mourning.
- other steam tank flanks the blood knights with 4 steam points
Middle
- nothing of great import occurs.
Valten
- spirits fail to charge nurgle warriors. valten and chums get in the flank.
Magic
Power: 26 (channels: 1)
Dispel: 21 (channels: 4)
Shooty
Middle
- banish flaming men. 3 die. no panic among those left.
- dwellers attempted on bsb of nurgle. 20 plaguebearers die
Valten
- undead summon/healage dispelled.
Shooting
Shooty
- most handgunners and crossbowmen kill all but the gorebull. cannons try to kill gorebull, one blows up and panics two handgunner units off the table. cannons are too good for the gorebull, killed by direct mortar shot
- cannon kills slaanesh sorc lord
- canons try to kill akkorak. walks off two hits, 2 more handgunner units run off the table.
Middle
- hollow laugh of derision.
Valten
- you must be joking.
Combat
Shooty
- AVAST! attempts to update and is told no.
- Owen’s cursor is going mad again.
- khorne knights kill handgunners
- 10 impact hits on blood knights, 10 wounds, save 7 on 5s. blood knights crumble.
Middle
- nothing happened. All game.
Valten
- big fight involving dragons, wraiths, geists and flagellants: chaos win by 1.
- nurgle warriors lose to valten, hold.
Absolutely amazing. I have been following this battle (and Hel Fenn actually) with much interest. I know big games can be tough to play through, but thank you to all involved for going through the effort for the benefit of folks like me who LOVE to see massive armies beating the snot out of each other. So well-painted too. Well done, and much appreciated!
ReplyDeleteCheers Timothy, glad you enjoyed it.
Deletethat was mental!
ReplyDelete:)
DeleteCan't do nothing except applause.
ReplyDeleteMen from the Hoddling's Hole, I salute you.
Cheers.
DeleteGreat as always, you really did justice to the epic confrontation.
ReplyDeleteThanks for taking the time to write these battle reports - there's not much on the interwebs that can compare with them.
It's all youtube nowadays. Kids these days - they can't be bothered reading...
DeleteInspirational. I'm interested - how long did the game actually take?
ReplyDeleteActual play time was about 11 hours, but it took 2 hours to get everything set up and an hour to pack up at the end.
DeleteCan't wait to see the next big battle :D.
ReplyDeleteGreat stuff, thank you.
I can definitely wait. I need some time to recover...
DeleteWonderful report in every sense. A thoroughly enjoyable read and I only wish there were more written reports of this class out there. Definitely something to aspire to. Bravo!
ReplyDeleteCheers. Nowadays most reporters use Youtube - written reports are a dying breed, I think.
DeleteYes, but written repports are always wellcome! Anyway, you can combine both, video and written repports.
ReplyDeleteAnd now, let me present you our blog, where you, men of the Hoodling's hole, are all invited to visit. This is http://thefallofaltdorf.blogspot.com.es/
And here you have the video presentation of the upcoming battle between 20,000 points of Warrios of Chaos (Glottkin forces) and the defenders of the Empire (a mighty combination of Empire, Bretonia and some asur -last of them!-):
https://www.youtube.com/watch?v=Bm8byJSVtWM
Hope you will enjoy it!
Excellent report. That was truly inspirational!
ReplyDelete:)
Deletethere is only one word to describe this battle report and it is ... wait for it.... EPIC. Despite invisible mage on disc this raport is very clear. I can clearly see was hepend in every turn. Must have spend lote of time to make it. Really appreciate all the work. Must say I was little disappointed with comet making so little (and killing lot of poor flagelants. Greate idea to add orginal notes (cleare some minor things for me). Big question is how the hell flagelants menage to brake 2 units of khorn ate one in turn 4? I didn't finde any buffing spells on them. Seeams they where really lucky.
ReplyDeleteI am not 100% sure but I belive BSB is like normal standar bearer dies when unit is fleeing (he is defending standar to the end). Crom's BSB should have died earlyer.
I don't think the Flagellants were augmented, but I think they did roll up re-rolls to hit and wound. They'll put a fair dent in anything once they have that.
DeleteA standard bearer only dies when it breaks from combat. Crom's BSB fled from a charge, so he was still alive until near the end.
Absolutely loved it; my favourite battle report of all time and your writing and excellent photos really brought it to life. A report everyone should aspire too!
ReplyDelete