Friday, 19 December 2014

Grimgut's Blog: You want me to do what?

So me and my mercs, we were hanging out in this town, had a bit of downtime on the Tharrashk coin.  So I took some time out to try my hand at Gunsmithing.  Took me a solid month, but I managed to crank out a small unit's worth of Musketoons, should do me for a firefight.  Now the Necromancer was in his "lab", or so we referred to the cellar that he had rented from the fine establishment that we were to find ourselves in.  He kept muttering about needing "Bigger fee mors".  I completely agree, we definitely need to start charging larger fees if he's going to go around renting people's cellars.  But that's also no way to use the King's Common I told him.  Bloody wizards, don't know what's good for them.  He should get some sun, maybe see a priest.

Wednesday, 1 October 2014

Lord Sechnaill's Crusade Continues in: Warriors of Chaos. In Tzeentch we trust.

"Lord Sechnaill looked around the peaceful landscape, dotted with trees and the rubble of a long burned out tower.  The grass was green and there was a hint of Spring in the air.  He was about to signal the column to halt while the Peasants catch up with that ungainly war machine of theirs when, through the trees, he spotted heavily armoured figures advancing with malign purpose through the peaceful valley.  Not waiting for the stragglers, Lord Sechnaill signalled his men to form into their battle lines.  A command met with much groaning by the "Pilgrims", who had taken advantage of this opportunity to tap a fresh keg of ale.

The Damsel led the men in a swift prayer to the lady, the Barman - I mean Pilgrim Leader - poured a fresh round of medicinal beverages and the fight was on"



Sunday, 21 September 2014

Lord Sechnaill's Crusade: The Undead Menace

Lord Sechnaill is back in the saddle!  Took some time away from the Bretonnians to give the Ogre Kingdoms a whirl in a couple of tournaments (ok, so I really just wanted to run triple Giants at an event), and now I'm back amongst our noble ranks with another battle report.

Sincerest apologies, I didn't get any photos again.  Next week, I'll have to have a great big marker reminding me to take more damned photos.



Lord Sechnaill was reclined in the hall of his vassal, sipping on a fine red when the messenger burst imperiously through the door.  "My Lords!  We are under attack!" the messenger cried in a panic.  After calming the man down, Lord Sechnaill started to piece the tale together.  The Undead had been seen to be gathering, two great forces of Undead infantry, backed up by vicious Black Knights.  They were lead by a trio of Vampires and had been hacking down peasants as they marched, raising them up to form their own zombie forces.  With some more questions and some crude drawings it was also determined that these were the very knights who had defected to the undead forces so recently...

"Gather the men, and the peasants.  We ride out at once to crush this menace."

Tuesday, 16 September 2014

Lord Sechnaill's Crusade: Back in the Saddle

Lord Sechnaill surveyed what previously had been a peaceful, craggy valley where he and his men were marching towards battle.  These were grave times, with Bretonnia under constant attack from undead forces, and fell stirrings in the north.  Rumours of a great Daemon army enough to have any Errant dreaming of Glory and every Questing Knight sharpening his blade and praying for the Lady's guidance.  War had returned to Bretonnia and Lord Sechnaill was going to see to it that his lance drove deep into the heart of the beast.

The route he was to take, however, had been overrun with the sudden appearance of dark forests, bristling with poisonous bracken.  Something had stirred up the forces of Loren and he had the unfortunate suspicion that they blamed him.  Raising his sword, he bellowed to his troops to form up and get the Pilgrims to stop drinking.  Time to march.

Wednesday, 2 July 2014

Grimgut's Blog - Day 3 - Stuff What Did Do: A Memoir

Day 3: So today Grimgut says to Necroman "Hey Necroman!  Why do you always carry that smelly bag?".  Smelly bag, as Grimgut discovered, is full of skeletons!  So that's where he gets them from!  Grimgut figures he could just ask, Grimgut is good at making bodies!  The Skeletons did remind him of a time that feels like long, long ago; when a young boneling named Alex or Aphel or Alps.  Alps!  That must be it.  Anyway, when boneling named Alps came to collect Grimgut from the keep they had just won!  He wouldn't let Grimgut have a Rhino either.  Grimgut has worked with the undead around Karrnath before, they're always late.  Every time.  "Grimgut, go breach that wall" they says "you'll have a company of skeletons to support you" they says.  Yet when Grimgut goes to breach the wall, the skeletons never arrive!  This time they showed up after Grimgut had won the battle, and took them all to see big High King (who never paid Grimgut mind you.  He has a big black mark next to his name.  Grimgut will write bad review in Karrnath logs!).

But on the way to meet Big High King, Grimgut and his minions get attacked!  Crazy eyeball demons from far far away come popping out of the darkness, then there was some fancy-pants honour fight between Alpsy and a tin can.  Gimgut grew tired of the Tin Can, so he introduced him to his wife.  With a mighty roar, Betty put a nice big hole in mister Tin Can!  Sure, it took her 2 shots, but at least the first took out some of the onlookers.  We travelled on forever, until we finally reached the King in his city.  After much discussion it was decided that Grimgut and his merry band would head over to the Fort of Bones, to deal with some pesky Wild Elves and their attacks on the fort.  So Grimgut did as he was told, after all he'd been promised more pay and more wenches, so more work was required.  After trudging to the Fort of Bones, a package finally arrived for Grimgut!  He had written to his boss, demanding a horse to ride. Because if they were going to send him everywhere, they should give him transport, he figures.  Imagine Grimgut's surprise when there, in the courtyard, stood a young Triceratops!  Apparently someone thought it'd be hilarious to send through the child of the triceratops he'd once ridden into battle (a story for another time, tiny journal.  Calm down.).  After some good ol' wrestling times, the party got sent on to a second fort, which was full of these skeletons!  They were all just standing there, the lazy blighters.  Anyway, as you would expect the Elves came tearing through, and it was all Grimgut and Friends could to do brutally butcher every last one of them.  THEN!  Right as the fighting was almost over, the bloody skeletons turn themselves on and start defending their fort.  As Grimgut said, always late to the party.

Grimgut got sent on with his friends to go and deal with another attack by the plains folk.  We got telly-portah'd in behind a group of them, so Grimgut bonks one of them over the head with his hammer!  Threw a dirty great big hammer, Grimgut did, and nailed the elf right in the back of his head.  Between the pointy ears and all!  Next we know, there's more of them!  So we started with the hitting things, and some old woman zaps Grimgut!  Zapped!  Like a toad!  Grimgut was having none of this, he shot her horse right in the face with his cannon, and bludgeoned the stupid old woman into the dirt!  Zapping Grimgut.  That's bad for your brain that is!  He'd have shown her brain to people too if her husband hadn't shown up!  Him and his stupid army.

Anyway, tiny journal, Grimgut got a little angry there.  Grimgut and Friends went along with Stupid General Elf-ears, and boarded an Air Ship!  That's when things started to get interesting it is!  Snuffles did not like the airship.

Friday, 27 June 2014

Grimgut's Blog - Day 2 - History Lesson

Day 2: Sorry blog.  Grimgut should not have left you unattended on that rock next to Snuffles' leaves.  Spent the better part of the day chasing Snuffles around until eventually he coughed you back up again.  Is ok!  Grimgut cleaned you off on Necroman's robes!  All better now.

Grimgut figures he should start at the beginning.  You see, tiny journal, Grimgut was a mercenary.  Spent many a year fighting for this lord or that prince, this bandit king or that rich merchant.  He became very good at destroying castle walls, gates, forts, generally anything that would stand still long enough to be blown up or battered down.  It was during one particularly brutal siege, while under the employ of House Tharrashk that Grimgut found his place.  Grimgut was protecting some tiny bearded men while they worked their cannon, unfortunately the enemy also had cannons, and worked them faster. Before Grimgut knew it, the tiny bearded men were dead.  So Grimgut do what made the most sense.  Grimgut picked up the cannon, levelled it at the gates and blew them open so that the infantry could storm through.  In thanks, House Tharrashk even let Grimgut keep his cannon!  Later, some idiot lordling had managed to lose his keep to a bunch of weirdos from far away.  Grimgut got told "Open the keep!" nobody told Grimgut "Don't blow up the Keep Grimgut." or "We want it intact!"  Grimgut's "little friend" made quite a boom, and they retook the keep!  Grimgut wanted the Rhino they found inside for payment, but little men said no.  Little men promised Grimgut more rhinos and more wealth if Grimgut accompany them.  So Grimgut agreed to tag along.

Grimgut still hasn't got his rhino, but him got Snuffles the Triceratops instead.  He has 3 horns!  Must be worth 3 rhinos!

Wednesday, 18 June 2014

Grimgut's Blog - Found a writey thing

Today was a good day.  Grimgut found out that Kobolds don't like being peed on, Snuffles will eat any foliage, and Dragons have a silly sense of humour.  Grimgut could grow to like Dragons, thinks they would go well with the right sauce.

Grimgut and friends are on a Quest!  Grimgut doesn't like quests.  Quests mean you don't get paid, though you do get loot.  Grimgut is on a quest to save the soul of the Healing Tree Woman Thing.  To be honest me never knew what she was, but she was good to Grimgut.  Healed Grimgut's women.  Woman Thing got stuck in skull-thing though when worm-thing exploded and covered everyone in burning worm bits.  Snuffles did not like burning worm bits.  So Grimgut and Snuffles ride valiantly through dark lands and pissed on Kobolds, on into Green lands with clean kobolds.  It's an odd place, but nobody listens to Grimgut.  So Grimgut find Kobold writey thing, and decide that if nobody listens to Grimgut, Grimgut will write down his thoughts and hit people with words.

Grimgut is hungry.


Grimgut the Mad is a Giant Mercenary played by Aidan in an ongoing Fantasycraft campaign.  Grimgut's Blog is a writing exercise to follow an individual's travels as opposed to the progress of an army.

Grimgut exists in the morally grey area of a morally grey campaign.  He is a mercenary first and foremost, after that he is a craftsman and a warrior.  While not the most eloquent of Giants, he's certainly passionate.  Recently we had the party healer, a Dryad Mage pass away, and was trapped into a soul-storing skull that the Necromancer is carrying.  So Grimgut and his colleagues are currently on a quest to release her soul from its prison so that she may rest in peace (after all, being trapped with only the Necromancer for company would be Grimgut's very own version of hell) 

They Came From Beyond the Mountains: Week 3


As the battle rages across the Old World, the Empire secure their position in the Dark Lands and move their attention to the north.  Having seen the devastation caused by the Skaven Hellpit Abominations, they march forth to put an end to any further horrors being unleashed on the battlefield.

Finally deciding that the fight was one that threatened their own lands, the Wood Elves march forth from their forest homes, raiding up into the High Pass to secure the east flank of the Empire army from attack, meanwhile the Forces of Destruction have commissioned the services of a tribe of Ogres to secure the potent ale stored at Bugman's Brewery.

The Skaven forces of Clan Skryre, bearing no love for their Moulder cousins but finding their creations useful, brought their full power to bear against the Empire invaders.  After a long and brutal battle, only the Empire Greatswords stood firm and fought to their last breath, the Archlector finally dying with one hand on his hammer, the other around the Grey Seer's throat as he was torn to shreds by the masses of Storm Vermin.

As the Wood Elf Spellweaver has suspected, the mighty Warriors of Chaos marched up the High Pass to attack the Empire flank, and were met with the sudden appearance of Venomous Forests, a Giant and an imposing force of the forest dwelling elves.  In a bloody battle, where the forces of Chaos resembled porcupines more than warriors, the unstoppable tide of metal and flesh eventually won out and crushed the Wood Elf forces, their survivors melting back into the forests to lick their wounds and prepare for revenge.

Meanwhile, down at the pub, the Ogres were having a whale of a time.  There were dwarfs to fight and beer to drink, as the Butcher pointed out they could combine the two, feed the dwarfs the beer then eat the dwarfs!  Obviously this did not sit well with the Dwarf forces who came charging down to remove this blight on their cultural landmark.  Though losses were heavy on both sides, in the end the Dwarfs discovered that an Ogre and his Ale will not be parted, and eventually had to settle for harrying the Ogre forces as they set off with their stolen cache of frosty beverages.

While the initial push belonged to the Forces of Order, it was the Forces of Destruction who claimed the day, and have turned their eyes upon the walled city of Praag.  As the Skaven summon forth their allies of convenience, the armies all march upon the city with murder in their eyes and weapons in hand.  The Forces of Order, on the other hand, rush to defend the city, bolstering its ranks with levies of Bretonnian bowmen and sending their own troops force to attempt to stop the oncoming reinforcements.

Wednesday, 11 June 2014

They came from beyond the Mountains: Week 2


Flushed from their latest victory, the Empire troops led the attack, breaking through Peak Pass and striking out into the Goblin Lands.  It was all too easy, as they met little resistance within the pass itself until they came to look upon the plains to see why there's been no opposition so far.  Below them were arrayed the combined forces of Goblin and Skaven, united in their hatred of the pink intruders.

The primary battle for this week's campaign was Breaking Out of Peak Pass, a Battleline conflict with the Defending (Destruction) side riding to reinforce the local Goblin tribes.  After a hard fought battle, the forces of Order prevailed and the Attacking side claimed the field.  The forces of the Empire have now established a fortified camp in the area, and may continue to press the advantage deeper into The Dark Lands.

While their brothers reclaimed the fallen watchtower on the Old Dwarf Road, the Dwarf Lord pushed his men onwards, bringing his across the Skull River to sweep through the lands of the Border Princes and on to Mad Dog Pass.  Once more, they were met by forces of Destruction, though this time it was their old enemies the Skaven of Clan Skryre who stood against them and barred their passage.

The River of Blood is a scenario from the Narrative Battles section of the Warhammer BRB.  A brutal, and bloody conflict both Dwarf and Skaven fought to the bitter end, however the might of Clan Skryre would not be denied and they drove the Dwarfs back to their mountain fortresses and claimed the field this day.

Having successfully taken position behind enemy lines, the forces of Chaos (and Nelson) gathered their might and chose their next target carefully.  Some may say the Dwarfs' strength lies in their mountain holds, their mining, their war machines or their endless and tireless pursuit of their grudges.  The Chaos Lords know better, and struck out for the true heart of the Dwarf Kingdoms, Bugman's Brewery.  Riding to the aid of their less mobile though steadfast allies, the Kingdom of Bretonnia took the field in this Meeting Engagement, to stop the menace before they could pull the strength from under their forces.

The Bretonnians rode at full pelt, and brought their forces to bear against the Warriors of Chaos in an attempt to slow their advance and end their trail of destruction across the backlines of the Forces of Order.  Unfortunately the Horse Lords were unable to stop the invaders as they crashed through their lines and claimed the first outlying stashes of the precious brew.

Monday, 2 June 2014

They came from beyond the Mountains: Week 1




Looking out from the battlements of his outpost, the sentry began to grumble.  No good Dwarf should be standing in the open like this, and especially not with a storm on the way.  Nobody even used the Old Road anymore, he should be down at Bugman's drinking his fill.  Amidst his grumbling, he noticed that the storm was hanging very, very low through Blackfire pass.  It dawned on him to sound the alarm about the same time the first wave of Warriors cleared the pass at a run.  When reinforcements arrived, the Outpost was taken, and now they had to dig the blighters out.

A powerful force of Warriors, led into battle by Nelson the Mutilith Vortex Beast, marched tirelessly through Blackfire Pass to assault a watchtower on the Old Dwarf Road, in the shadow of Karak Varn.  Taking the Dwarfs by surprise, the brutal Chaos worshippers managed to kill the occupants of the outpost before being forced to face the oncoming reinforcements.  Though the Dwarfs fought bravely, and the Lord himself gave his life in a challenge with the Chaos General, their might could not hold the unstoppable tide for long and the mighty warriors of the Chaos Gods crashed through the enemy, claiming the field, the Watchtower and killing their early warning before the message could be sent off.

Some ways away, to the north, a great host was on the move.  The Skaven of Clan Skyre had mobilised their forces and were making a break through the Peak Pass, towards the Slayer Keep of Karak Kadrin.  Fortunately, a host of another kind altogether was also using the pass.  The forces of the Empire had mobilised upon hearing word of a threat forming in the mountains and were bringing their strength to bear to crush the enemy before they could gather to full power.  The mountains shook to the sounds of the war drums as the two sides collide in bloody conflict.

The Skaven of clan Skyre marched in endless numbers through the Peak Pass, towards the Slayer Keep of karak-Kadrin. But before the Slayer King could raise his forces they were repelled by a mighty contingent from the Empire, braving the treacherous mountain pass with steam tank and troops to stop the advance before it had begun.  Both sides fought a bloody and brutal conflict, but in the end Empire Armour was just too strong and the Skaven horde was forced to retreat back to their own lands.

It was meant to be an easy job, they said.  Guard the Caravan they said.  You're just running artillery, they said.  They didn't say anything about fighting Daemon Princes, Chimera and Skullcrushers, that's for damn certain!
While the Dwarfs were attempting to reinforce the armaments at their fortress Zhufbar, on the banks of the Blackwater, another push by the forces of Destruction the Warriors of Chaos, led by their fierce Daemon Prince, managed to capture the artillery caravan and make off with it before they were stopped by a valiant charge by the Knights of Bretonnia who managed to halt the assault but at great cost, the Warriors gave many skulls for the skull throne this day before both sides quit the field.

The sounds of industry rang loud and proud across the Steppes of Kislev, while a natural sound within the Skavenblight and even within the kingdoms of the Dwarfs, this was a foreign sound to the more barbaric lands of Kislev.  A force, sent to investigate the ruckus discovered a host of Skaven unearthing an old Monolith, buried by time and the brutal snows of the Steppes.  They called to their allies for help, yet they were busy fighting their own wars, so they went to the next best thing...

With all the forces of Order defending against other pushes by the forces of Destruction, a fierce scurrying and burrowing could be heard across the steppes of Kislev as Skaven Forces hurriedly unearthed an accursed Monolith, thinking to use this in their further assaults. Answering the call for help (and with the bill in hand), Greasus Goldtooth rallied his Ogres to chase the invaders back into their homes and increase his gold piles. The Hoardmaster was successful in removing the encampment with the assistance of the Kislev Winged Lancers, although both armies were at the mercy of the elements; blinding snow making accurate firing of the Warp Lightning Cannons a nightmare.  With the lands clear of Skaven, and the Kislev lighter of pocket, Greasus set up camp and held a great feast to their victory.



So the net result of all of this was that Order have gone from being the defender to the attacker, and the scenarios next week will reflect an Order offensive, driving the forces of Destruction back from whence they came. However, not without a price. The forces of Destruction may field a single additional Dwarven Grudge Thrower at no cost, and may choose to Pass on one of their team selections. (Who plays at which table is being handled the same as doing unit deployment for Battle Line). Let's also not forget the host of Warriors who managed to break the line.  That's definitely going to cause some hurt.

Once again a huge thanks to The Dice Spot for hosting us, and all the players for participating.  The scenarios fought (In order) were: Watchtower, Battle for the Pass, Battle for the Caravan (a custom scenario, featuring a Dwarven artillery caravan moving 6" per turn, directed by the player with the closest units.  This honestly could use some work) and Purge the Steppes

Thursday, 29 May 2014

They came from beyond the Mountains: Introduction

So I don't post nearly as many battle reports as I should be, due to other concerns.  However I have decided that I will start tracking the progress of an upcoming campaign that we are running at my FLGS The Dice Spot.

The campaign starts following the events of a tournament held in store recently, where skirmishes broke out across the Old World and the Bretonnian Knights made a powerful showing yet were ultimately defeated by the Goblin horde.  We move forwards to the present day, where the Goblins have bolstered their strength and taken advantage of the enemy's weakness.  They come streaming down Peak Pass, passing beneath the Dwarven stronghold of Karak Kadrin on their approach towards the Empire lands.  While the war has not yet begun other fell creatures have taken up arms and joined in the assault, laying waste to all things good and just.  The Skaven host of Clan Skyre have mobilised their weapons of mass destruction while the men of the north, massive, armour clad and blessed by chaos bring their forces to bear on the kingdoms of the south.  Ogres, lead by the Overtyrant himself, have made their presence known; willing to lend their considerable weight to whichever side of the war meets their price.

It is not all bleak, however.  Rumblings can be heard from beneath the mountains as the Dwarfs make ready for war, bringing forth their mighty war machines and ranks of strong Dwarven warriors bedecked in mail and Gromril.  The noble Knights of Bretonnia have heeded the call of the Empire and have mounted their noble steeds, ready to bring the Lady's divine fury to bear against the invading hordes.  Not to be considered helpless, the Empire themselves have mustered a considerable force, prepared to defend their land and throw the invaders back over the mountains from whence they came.

Wednesday, 21 May 2014

Bretonnian Crusade Game 3 - Lord Sechnaill drives the Skaven from his lands

The Paladin pulled his cloak about himself as a chill ran through the draughty castle into the war room.  Lord Sechnaill points at a location to the south east of his lands "We push here, to drive the vermin from our lands and continue to build the glory of the lady".  Looking upon the indicated spot, it seems to be the remains of an old settlement, the peasants having been driven off some months past.  "So what do we fight?" enquired a Yeoman Warden, clearly honoured to be present for such a meeting "Orcs?  Ogres?" The Lord looks at him, considering for a moment whether he should answer.  "Rats.  We go to fight rats."

Today's battle was my third game as part of the Bretonnian Crusade, having taken time to run the Ogres for the recent Qld Northern Knights Joust 9.0 (Battle reports for these games should be forthcoming).  For this one, I took a fairly standard list (for me) for 2000 points:

(L) Lord (General, Virtue of Heroism, Gromril Great Helm, Shield, Sword of Striking, Potion of Foolhardiness)
(PB) Paladin (BSB, Charmed Shield, Dawn Stone, Sword of Might)

(P) Prophetess (L3 Heavens, Warhorse, Dispel Scroll, Crown of Command)
(D) Damsel (L2 Beasts, Warhorse, The Silver Mirror)

(KotR) 9 Knights of the Realm (FC, Standard of Discipline)
(KE) 11 Knights Errant (FC, Errantry Banner)

(PK) 3 Pegasus Knights (Muso)
(MY) 5 Mounted Yeomen (Muso, Shields)

(GK) 6 Grail Knights (FC, Gleaming Penant)
(T1) Trebuchet
(T2) Trebuchet.

In return, the opponent's list was more like

(LoB) Lord on Bonebreaker
(CB) Chieftain BSB
(WE1) Warlock Engineer (with Warp Condensor and Crack's Call)
(WE2) Warlock Engineer (Skitterleap and Doom Rocket)
(SV) 36 Storm Vermin (With (WT) Warpfire Thrower)
(S1) 40 Skaven Slaves
(S2) 40 Skaven Slaves
(G) 5 Jezzails
(WLC) Warp Lightning Cannon
(HPA) Hell Pit Abomination
(D) Doomwheel
(GR) 5 Gutter Runners
(RO) 2 Rat Ogres

Deployment

The Bretonnian forces spread themselves across their deployment zone, Trebuchets taking the far wings, with one supported by Grail Knights while the Mounted Yeomen and Pegasus Knights advanced to better positions.  The Skaven concentrated their main combat forces to the middle, leaving one flank to their monsters and the other to fire support.  Gutter Runners scouted up alongside the Bretonnian Trebuchet.
















Turn 1 - The Skaven Horde

The Warlord sounds the advance, and the Skaven horde make their move.  The Hellpit Abomination and Doom Wheel dance to their own tune and make for the Bretonnian Lines, while the Storm Vermin remain to protect their leader, reinforced by their Skavenslaves.


The Winds of Magic blew gently this phase, but the Skaven spell slingers manage to draw enough to cast off Crack's Call (failing to make the distance), and Skitterleap, though the latter slips through the Engineers mind like sand through his fingers.  Just to show up their arcane counterparts, the Skaven Shooting lights up, with the Warp Lightning Cannon taking 2 wounds off the Bretonnian General, as well as claiming the lives of 4 of his fellow knights, the rest thanking the lady for their continued safety.  The Doomwheel arcs up and hits the Hellpit before the crew realise what's happening and hurriedly move the vehicle away, lest they incur the abominations wrath.  Unfortunately this puts them up on a hill in clear sight of the Bretonnian Grail Knights.  Skaven Snipers take aim at the Pegasus Knights, but the noble steeds manage to dodge their deadly fire.
















Turn 1 - Lord Sechnaill's Bretonnians

The horns sound and a mighty thundering of hooves is heard as the Bretonnian warhost makes their presence known.  The Grail Knights charge valiantly into the infernal contraption spewing lightning in its wake, the Knights of the Realm,  lead by Lord Sechnaill himself, charge into the Abomination and the Pegasus Knights bring the fight to the Skavenslaves after the Errants fail a long-bomb charge from midfield.

The winds of magic whip powerfully through the battlefield, however the Damsel only manages to get off Wyssans Wildform on the Knights of the Realm before burning herself with the magical energies.  The Prophetess fails to bring the forces of the Heavens to bear with Chain Lightning and the peasants take the opportunity to unload their deadly cargo.  A boulder from the the first Trebuchet lands amidst the Storm Vermin, taking down almost a dozen of their number while one of the crew gets fired from the second trebuchet, much to the fear of the operators.

In combat, the Grail Knights handily smite the Doomwheel, losing 2 of their number and chasing it from the battlefield.  Lord Sechnaill twice smites the Hellpit Abomination, landing a pair of Heroic Killing Blows as his sword cleaves through the beasts maw, barely pausing in their charge the Knights push on.  The PEgasus Knights manage to take out a number of the slaves, but they hold the flying horses, grinding down their momentum and forcing them to fight on the land.
















Turn 2 - The Skaven Horde

The Skaven sound their own charges, as the Rat Ogres crash into the Mounted Yeomen, and the Gutter Runners take out the wounded Bretonnian Trebuchet.  Skavenslaves reform to face the threat of the Knights coming around the building and the Storm Vermin advance into a better position.

Magic blows firmly, with Crack's Call being successfully cast, but the Prophetess raising her Silver Mirror and the Engineer suffering a wound for his trouble.  Skitterleap is dispelled by the Prophetess when the attempt is made to cast it.  Shooting sees the Warp Lightning Cannon power up it's enormous cannon, and discharge in the wrong direction!  Fortunately nobody was hurt, but they really need to bolt that thing down!  The Engineer, his attempts to bounce out having been repeatedly foiled, unleashes his Doom Rocket upon the Knights Errant, plasting a Knight from the saddle.  Incensed, the Warpfire Thrower charges his weapon and unloads a flaming barrage into the Knights, killing 4 of them, but the Knights hold their ground, unwilling to disgrace themselves in the presence of an esteemed Prophetess.

Rat Ogres smash through the Yeomen, ripping them from their saddles and devouring their horses while they watched.  Skavenslaves continue to swarm over the Pegasus Knights, biting and gnawing but their teeth struggle to penetrate their hard armour.  In return, the Pegasus Knights manage to slay another 3 Slaves, but their numbers seem endless.  Meanwhile the Gutter Runners make short work of the Trebuchet's crew and continue on their merry way.
















Turn 2 - Lord Sechnaill's Bretonnians

With the return of the Grail Knights, the Knights Errant finally find their stride and crash into the flank of the Skavenslaves.  The Knights of the Realm circle around to get a better vantage point and the winds of magic fail to accomplish anything of real value.  The Knights Errant manage to take down a number of Skavenslaves, however not enough to break them and they bring down a Pegasus Knight before they can be stopped.  The Field Trebuchet fires wild, causing no real harm.
















Turn 3 - The Skaven Horde

The Skaven Warlord, surveying the carnage that his Slaves are unleashing decides to get in on the action and brings his elite StormVermin into the flank of the Knights Errant.  Unsupported by shooting or magic (the Warp Lightning Cannon busily unhorsing a Knight Errant), the Storm vermin manage to bring down 3 Knights at a cost of 4 slaves, breaking the Bretonnian assault, but not managing to chase down either unit.
















Turn 3 - Lord Sechnaill's Bretonnians

The Grail Knights, eyes glowing in holy fury, eye the Rat Ogres approaching their peasants with untempered fury, running them down with all the might that they can muster, while the Knights of the Realm continue to approach the enemy and the Knights Errant and Pegasus Knights rally from their flight.

The Trebuchet crew, in thanks for the Grail Knights coming to their rescue, land a hunk of masonry right in the midst of the Storm Vermin, while the  Prophetess snaps off a Chain Lightning, killing a number of Storm Vermin, Slaves and sending the Jezzails running for safer grounds.
















Turn 4 - The Skaven Horde

With the Bretonnian forces in disarray, but starting to reform the Warlord takes no chances, leading his own Storm Vermin and ordering the Slaves forwards they run the Pegasus Knights and Errants from the field, taking the Prophetess with them.  The Jezzails, seeing the dreaded Prophetess leaving the field of battle decide it's not so bad and cease their flight while the Gutter Runners manage to poison one of the Grail Knights to death.  Seeing his chance to be a hero, the Skaven manning the Warpfire Thrower turns his attention to the Knights of the Realm, unloading a deadly arc of flame through the gathered slaves managing to bring down one of the knights.  Unfortuantely, while basking in the glow of his work (which was a lot brighter than he'd anticipated), he noticed a lot of Slaves running, screaming into the night trying to put out the flames covering their furry bodies.  Though entertained by the spectacle, the crew of the Warp Lightning Cannon were blinded briefly, resulting in a dangerous miscalculation in the Warp Lightning field, detonating their cannon and scattering them to the 4 winds.

Skaven Wizards bring their magic to bear upon the surviving knights, though arcane words, long known and dutifully recited by the Damsel put a stop to Crack's Call.
















Turn 4 - Lord Sechnaill's Bretonnians

Though their fellows had quit the field, and would pay for their cowardice later, the Bretonnian Knights advance on their foes.  The Peasants land another hunk of Masonry into the remaining Storm Vermin, while the Knights of the Realm line up a charge on the Jezzails.  The Grail Knights target the Gutter Runners, preparing for a frontal assault and the Damsel unleashes the Flock of Doom upon the Storm Vermin, though she harms no one.
















Turn 5 - The Skaven Horde

The Skaven reposition themselves, not being able to catch the flying and mounted Knights quitting the battlefield, they turn their attention to the ones who are present, The Storm Vermin coming about with the Wizards to bring their attention to the Knights of the Realm, and the Gutter Runners evading the Grail Knights in the interest of getting the Trebuchet.

Jezzails fail to hit the Knights of the Realm with any of their shots, meanwhile the Engineer finally casts Skitterleap, getting himself clear of the unit, but never actually reappearing from the ensuing explosion, taking a Storm Vermin with him to Morr's Gates and skuffing the Warlord's boots.
















Turn 5 - Lord Sechnaill's Bretonnians

With a blast from the musician's horn, the Knights of the Realm barrel into the Jezzails, crushing them beneath their hooves as the General cleaves one with a Heroic Killing Blow and the Paladin kills the rest.  Their work being done and their numbers decimated, the Bretonnians and Skaven withdraw from the field (with the exception of the Peasants manning the trebuchet.  They were ratfood.  And the realm rejoiced their sacrifice.).  Both sides having learnt valuable lessons, and Lord Sechnaill feeling that his lands have once again been cleansed of the Skaven threat (or at the least nothing a good rat catcher won't fix).
















Result - DRAW
So all told, we had claimed roughly equivalent amounts of each others forces, being largely left with characters and a couple of expensive units.  Both armies quit the field, and vowed to fight again another day.

Summary
So this game was a definite case for keeping the lances together and going after the same target.  While protecting the Knights of the Realm by sending them around the back saved me a lot of points, they really should have been in the thick of things doing their smashing.  Losing 2 wounds on the General on turn 1 made me a little more cautious with them, and largely unwilling to go toe to toe against the Warlord (as if I didn't get HKB off and through his Ward Save I was out way too many points to come back from).  Probably should have held with the Peg Knights against the Skavenslaves and tried to tie them up again to give the prophetess a chance to escape.

A lot of mistakes were made on both sides, with the Skaven general blowing up his Warp Lightning Cannon, and nuking his Engineer needlessly (by that point he just wanted to get that spell off, as it had been blocked every turn).  Gutter Runners did what they do, but I can't help but think that the Grail Knights could have had a bigger impact if they hadn't gone for the Doom Wheel, given that it took them entirely out of the fight for < 100 points.


Once again, thank you very much for reading!  If you have any feedback or comments, I'm happy to read them here in the comments, or over at the Round Table where this will also be posted.  I know it's been 2 months since my last Battle Report (horrible, I know) I have a volley of them coming your way from that period, so there should be another one up by the end of the week!

Thursday, 20 March 2014

Crusade Game 2 - Bretonnia vs Vampire Counts

The crisp wind blew across the hilltop where Lord Sechnaill surveyed the border of his land.  He had regathered his forces after his last defeat and returned here to reclaim this territory from the dreaded Vampires.  Behind him, his men were ready.  Knights of the Realm all of them, with Peasant outriders and those infernal Trebuchets they brought with them this was where the attack would come.  A lone wolf howled, quickly followed by several more as the dead made their way to deal with the oncoming threat.  Dark necromancy pulsed and fresh bodies pulled themselves out of the graveyard to join their masters.

Following his defeat from his first charge of the Bretonnian Crusade, Lord Sechnaill has opted for a smaller skirmish.  This was to be a 1500 point battle, with no restrictions, Bretonnia vs Vampire counts.

Sunday, 9 March 2014

The crusade begins - 2400 Points Bretonnia vs Vampire Counts

And so it begins!  The Great Bretonnian Crusade has been called, the horns have been sounded and the noble knights ride once more to war.  Lord Sechnaill Mac Domnaill has answered the call, taking the battle straight to the Vampire Counts for the glory of the Lady of the Lake.

Being my first battle report for Bretonnians, I thought it fitting that this is also my first Battle Report for the Bretonnian Crusade, as mentioned in the Youtube video above from TheSustainableCentre, this is a push from Bretonnian players around the world to publish their battles and make it known that they're still an active army and would really rather not be phased out.

Wednesday, 26 February 2014

Ogre Battle Report: 2400 pts, Greasus vs the Tomb Kings

So I've already posted this over on http://www.ogrestronghold.com/, but thought I would repost it here as I will be centralising all of my battle reports.

This year I've taken on a personal quest to bring the Jolly Fat Man (Greasus Goldtooth) to as many tournaments as I can.  Obviously the restrictions here are that the tournament must be over 2200 points and allow special characters.  As I will post later, this will be happening in parallel with my participation in the Bretonnian Crusade being carried out by Anthony at TheSustainableCentre


What follows is a write up of a matchup I had with my mate Squallstrife at our local gaming store, we were using 2400 point lists made under the Swedish Comp System for Warhammer Fantasy Battles 8th Edition.


On to the report!