This
is not going to be a battle report post. I'm hoping to do one soon
but this is more like bookkeeping. This was my first game using a
Vampire-free, Necromancer-themed Vampire Counts list and I want to
write down some observations I made during the game.
Battle
format and background
Straight-up
pitched battle, no fancy rules, 1000 points, my Vampire Counts versus
Matt's Empire. Both of our forces were scouting up a mountain pass,
to the north of my home territory, to the south of his, the only
square on the map separating the two.
The
Armies (roughly)
Scouting
Party of Berenice von Gallenberg's Undead Horde
Irwin Sollander: Level 2 Necromancer using the Lore of
Vampires (General)
Mehendri Korendorf: Level 2 Necromancer using the Lore
of Vampires
The Prisoner of Blood Keep: Cairn Wraith
(I know this is 10 points over the character allowance,
but we discussed it before the game and Matt gave his Battle Wizard a
Channelling Staff to match me)
20 Crypt Ghouls with Ghast
20 Skeleton Warriors, spears and shields, full command
20 Zombies, standard and musician
20 Zombies, standard and musician
Corpse Cart (no upgrades)
5 Black Knights, lances, barding and shields, full
command
Expeditionary
Force of the Third Army of Nordland
(If I missed something from this I apologise, Matt)
Captain Steiner: Empire Captain with great weapon
Magister Lehrer: Level 2 Battle Wizard using the Lore of
Light with a Channelling Staff
Father Wolfgang: Warrior Priest with double hand weapons
25 Halberdiers, full command with detachment of 10 Free
Company
20 Halberdiers, full command with detachment of 10 Free
Company
10 Handgunners
10 Handgunners
5 Pistoliers with Outrider
The
Result
Victory to the Undead Horde. All but the two Handgunner
units, the Captain (who was fleeing) and the Light Wizard (who had
miscast and lost all his magic) were dead by the end of Turn 6. The
mountain pass belongs to the Undead now and I make the first
territorial claim of the campaign. Next to move east and try to take
the bay Matt's ships are moored in, cutting of their retreat by sea.
Epic
Moments of Battle
The first shot fired saw Matt's Battle Wizard casting
Shem's Burning Gaze and vapourising my Corpse Cart in one shot.
My Black Knights rolling the 11 they needed to make a
Turn 1 charge into the Pistoliers who had used their Vanguard move to
jump forward, hoping to take out a flank quick and easy. Matt's
Pistoliers are old enemies of mine and this game marks the very first
time I have ever actually taken them out. Though they escaped my
Black Knights by fleeing they later ended up bogged down in combat
with my Skeletons.
Faith in Sigmar proved a poor shield and the Cairn
Wraith skewered the Warrior Priest in a challenge.
The final combat of the game was an epic scrum with
Captain Steiner besieged on all sides: Zombies to the front of him,
Skeletons on the right flank, Crypt Ghouls and the Cairn Wraith to
his rear. The now-powerless Battle Wizard even got in on it, bravely
(or stupidly) charging the rear of the Zombie unit. Sadly, my Black
Knights couldn't equal their Turn 1 feat and roll another 11 to take
the Battle Wizard in the rear. The Halberdiers fought to the last man
but it all proved too much for Steiner who fled in fear in the last
seconds of the game.
Lessons
Learnt
Surprisingly, I do not miss having Vampires. I
especially don't miss having a Vampire General and having to choose
between holding him back from combat and wasting his devastating
potential or sending him in and risking the Instability tests I'd
have to take if he dies.
Instead I had a Necromancer with a Cairn Wraith standing
next to him ready to accept any challenged on his behalf and even
issue a few of his own. In a larger game I intend to take a Wight
King but the Cairn Wraith proved more than adequate and was very good
at taking out Matt's characters, none of whom had the magical attacks
needed to harm an Ethereal foe. I was planning on including a unit of
Wraiths in the future but I think I'll keep him as a solo act to play
bodyguard to one of the Hero-Level Necromancers whilst my Wight King
does the same for the Master Necromancer.
I was also planning on spending points expanding the
Zombie units but seeing how many Invocations of Nehek I got off I
think two 20-man units are more than sufficient, though I do need to
paint more spare (perhaps in Nordland colours?).
The Corpse Cart is a target, even unupgraded it has
scary potential, so in future I must deploy it in cover.
The Black Knights' ability to move through obstacles is
great not just for charging enemies but for escaping those horrible
situations where you overrun and stop slap bang in front of a missile
unit. It happened in this game, I took out some Free Company, overran
and found myself sitting in front of ten handguns clicking ominously
into ready position. The next turn I made a dash (well, ish, I
couldn't march) through a small building and blocked off their line
of sight.
Crypt Ghouls make a great unit to accompany my General.
They might have no armour save but you can always bring them back
using Invocation. Between the 20 Ghouls and his Cairn Wraith
bodyguard my General managed to make it through the battle without a
scratch.
No comments:
Post a Comment