WoC: Sorcerer (general), Chaos warriors, marauders, Chaos warriors, Sorcerer, Hellcannon.
VC: Skeletons with a master Necromancer, Skeleton warriors, Corpse cart, Grave guard with a wight king
Spells
WoC: spirit leech, Purple sun, purple sun of xereus, soul blight, the caress of laniph
VC: Invocation of nehek, raise dead, vanhel's danse macabre, gaze of nagash
Turn one VC
The undead horde advances. The master necromancer has the
best magic phase I’ve ever seen casting every spell under his power. He first
casts gaze of nagash (that I fail to dispel) and kills one of the Chaos
warriors, next he casts un hindered vanhel’s
danse macabre to move the skeletons 2 unit farther, raising zombies in
front of the marauders to slow them down, and last Invocation of nehek. Thanks
to master of the dead his skeleton hordes grow.
Turn one WoC
The marauders charge the zombies with glee as they only
manage to kill about 4 of them as the rest crumbled to dust around them, this
left them unable to advance making the zombies a good stalling tactic. The hell
cannon targeted the center of the GG unit only to have his shot miss left
killing 3 skeletons. The winds of magic were strong (9 dice) and I took a risk
by trying to cast purple sun empowered and tossed 6 dice. However I rolled
beyond poor (not even enough to cast the normal version).
Turn two VC
The skeletons danced around getting into position for a
devastating move with vanhels danse mecabe however the master summoner rolled a
fantastic 1 1 and 2 ending the magic phase. The corpse cart and grave guard
advanced as normal.
Turn two WoC
The Chaos marauders charge the grave guard, the Chaos
warriors try to charge the corpse cart but must have tripped on the open ground
because I rolled two 1’s for the charge… the other chaos warriors advanced to the
grave guard. The chaos dwarves lose control of the hellcannon and it lurches
forward 8 inches towards the undead host.
Magic phase was pure glory (note we played the spell wrong,
we have been out of practice but regardless we did not let this effect our
battle) I cast irresistible force purple sun (sadly forgot to say upgraded
before the roll) and instead of placing the 3” blast marker over the sorcerer
like you are supposed to I placed it to the left of the skeleton 1 unit and
rolled a 10 for the artillery dice moving it 30”s! The destructive power ran
rampant hitting the skeleton unit, Master necromancer, corpse cart, grave
guard, wight king, marauders and stopping on my chaos warriors 2. The damage
was 15 skeletons 10 grave guard, and 2 chaos warriors. The necromancer rolled a
2, the corpse cart rolled a 1, and the wight king a 3. The marauders all saved
(I was surprised), the resulting miscast was a 10 ending the magic phase and
reducing the sorcerer to a level 0.
Close combat was just as good with the grave guard being
reduced to 3 units and the wight king and the marauders only losing 2.
Turn three VC
The skeletons 1 unit backs up to keep the master necromancer
out of combat. Skeleton warriors 2 get in front of the unit to further protect
their master. The corpse cart charges to help the almost destroyed grave guard
unit. The magic phase was another huge success for the master necromancer
casting incantation of nehek and bringing more dead to play, raising 4 more
skeletons for his unit, 9 for skeleton warriors 2 and a mighty 10 grave guard
come back from the nothingness of the scare left by the purple sun. This also caused the corpse cart to grant
first strike to it and the grave guard, my marauders were in trouble.
Close combat was brutal the marauders were turned into
fleshy mush bits and only 2 were able to escape. Seeing them defeated the VC
player decided to not chase after the unit and passed both leadership tests.
Turn three WoC
The two units of chaos warriors charge the grave guard and
corpse cart but failed their fear saves (I was really missing my BSB at this
point). The hellcannons shot missed again. The purple sun was tired and decided
it was done causing havoc on the battlefield. The master necromancer proved
more talented and dispelled all attempts to cast anything useful.
Close combat was good and bad, even though the corpse cart
attacked first and I was at WS 1 from the fear I only lost 1 warrior and killed
the corpse cart to over run into the skeletons flank. The other chaos warriors
didn’t fare so well losing 4 warriors and the sorcerer in the challenge with
the wight king. Lucky for me they held their ground.
Turn four VC
Nothing much happened with movement and casting was
dispelled. Close combat was another brutal affair as the grave guard killed all
but 2 warriors of chaos and staying 1” behind them as they ran. The chaos
warriors that flanked the skeleton warriors lost 9 to my warriors and another
10 to instability and losing no warriors.
Turn four WoC
Not sure what I was thinking I moved the hellcannon 12”
towards the grave guard, at the time I was thinking to get into close combat
with him but after I moved I realized that I would never catch them. The
warriors continue to flee and the marauders are almost to the end of the board.
Close combat was another hack and slash, losing 4 skeletons and their champion
in a challenge, shockingly doesn’t lose any to instability. The sorcerer gains
fearsome aura for the remainder of the battle
Turn five VC
The grave guard finish running down the warriors and use
their musician to reform facing the chaos warriors. The necromancer again was
unable to cast a spell. The chaos warriors finish the skeleton, but cannot do
much more.
Turn five WoC
Chaos warriors charge the skeletons, and the hellcannon
misses the grave guard. The sorcerer and master necromancer fight in a
challenge, sorcerer is unwounded but the master necromancer almost falls.
Turn five WoC
Chaos warriors charge the skeletons, and the hellcannon
misses the grave guard. The sorcerer and master necromancer fight in a
challenge, sorcerer is unwounded but the master necromancer almost falls.
Turn six VC
The grave guard needed at least a 10 to make the charge, and
that is what was rolled and sealed the game. To make matters worse the
necromancer casts incantation and rases 5 skeletons and 6 grave guard. The
close combat was horrible. Master necromancer hit but failed to wound the
sorcerer and the sorcerer missed both attacks. Warriors killed 5 skeletons and
4 grave guard but lost 6 in return.
Turn six WoC
No casting, couldn’t shoot, the warriors killed the skeleton
unit but died to the grave guard. The sorcerer and master necromancer still
dueled but couldn’t wound eachother.
End Game.
This was the first game in over 2 years for both of us so
there are bound to be some rules we messed up. Feedback would be wonderful and
thank you for reading. Big thanks to Battle Chronicler!
Just a heads up, no roll on the eye of the gods for killing unit champs :( Only characters or large targets.
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