Those relics of great power that lie unclaimed within the realms are often just so because they reside in locations of great peril – perhaps the eye of a magical storm or a derelict temple surrounded by roaming predators. To linger in the vicinity of the prize is to court death – seize it and escape before the enemy or the realms themselves claim your arriors’ lives!The time for the final battle has come. Our warbands strengths are at their peak, and gathering near the Relic of Power to claim for their victory.
The goal is kill the enemy warband or to have more models at the altar at the fifth battle round.
A slight change to the original rules is to use fences instead of impassable walls, just because we don't have walls. |
We both spent all of our points on models, my brother spending one less than he get so he get a bonus reroll.
The Flame Moonz clan lining up for battle |
A warchanter joined the warband, I wanted to find out how good he is in melee and if he can be the leader in the next campaign.
Fences can be climbed over, so there is no need to charge the whole army through a small entrance |
Normally because of I finished setup first I could choose who take the first turn, but we decided that the skaven can take the first turn, because the lost the previous matches and to be able to catch up.
The skaven warband marching forward to be the first to reach the altar |
TURN 1 - Ironjawz
I rolled very poorly so was not able to get inside the sanctuary yet |
With most of my force I moved towards the sanctuary, but with one Gore Grunta I wanted to flank the skaven and charge the Warpfire Thrower and get rid of the ranged threat. Of course I failed the charge roll.
The Grunta and the Brute is the first to charge in |
TURN 2 - Skaven
The Warpfire Thrower kills the flanking Gore Grunta easily |
The skaven force is marching even towards to the middle of the sanctuary securing the altar. The two Rat Ogres are positioned in the front but was not in range of a charge yet.
Almost the whole warband is in the sanctuary at the end of the skavens second turn |
TURN 2 - Ironjawz
Both of my Gore gruntas were killed too easily |
My plan was to charge forward, possibly kill the rat ogre, but at least delay the advance of the skaven and reach the altar before them next turn. My plan was ruined in an instant, and I couldn't stop scratching my head thinking about how can I still win this game.
Without the 2 Gore Gruntas my waband looks very small |
TURN 3 and after:
The clash of the warbands finally happened. Choppas, hackas, claws and knives shed blood in the sacred ground of the sanctuary. My brother had causalities as well, but my orks just felt to the ground one after the other.
Attacking back with my remaining boyz but only my heroes the Megaboss and the Warchanter survived |
The battle was clearly lost, but an ork just will not give up and Waaagh! till the last breath.
The Warchanter beating the rythm on the Ogre's head. He was shoot down by a Poison Wind Mortar shortly after. |
We played through till the last model, the Megaboss was slain in epic battle. He could have fought much longer if the Warpfire Thrower is not there. The orange armor doesn't defend against green flames.
The last stand of the Megaboss. |
This was the most interesting battle in the whole skirmish. There was couple of failed opportunities to change the outcome, but luck is always a factor. Risky moves can and should be taken, but one must have a backup plan if something fails.
The skaven has advantage in every scenario where the point is to have more modells at a given point of interest. If they can slow and delay the enemy advance and keep just more models at the altar they win. Because of this I planned some options like splitting the skaven force in half, rushing to the altar before the skaven, but since we decided before the game that I will go second these plans were impossible to accomplish.
House Rules
Even tough the skaven won the last match and the campaign, the clanrat bravery needs a buff in my opinion, we will need to find out something for the next Skirmish campaign. For example one less clanrat fleeing for every 8-10 clanrats still living, doesn't matter how close. House ruling this seems reasonable.
We also decided to use overkill house rules. For example if the Warpfire Thrower with a damage roll of 3 kills an Ardboy (2 wounds) and there is another enemy model within 3" of the slain model that will suffer the remaining damage. This would also apply for an overkill from the Poison Wind Mortar Team.
Models with more than one weapon can attack different targets with each of their weapons.
You can find the previous games of this skirmish here:
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