Welcome to my first XIII Legion Bloodstorm Slaughterfest battle report. I started playing Warhammer in 2015 with the 8th edition and also did some 9th age since the end of Fantasy Battles. Now after a long time away from the hobby I am returning and enjoying the sensation of building and fielding an army into battle! I use my battle reports to be to reflect on my battles, the mistakes and successes. While its great to make them and especially read them back after some time, the benefits of sharing it online is also the feedback you can get from the community. Hereby I welcome you all to give all the criticism and feedback you can think of and join me in my comeback to the hobby.
This battle was against Leon, a great Vermin Swarm player living in Rotterdam and we always manage to have epic and absolutely bloody battles. We are both training for the Bloodstorm Slaughterfest tournament March 26 where you can only win by scoring as much victory points as possible, so to KILL a lot of enemy units. Also, your general always needs to challenge and when he slays an opponent in challenge he gets a cool blessing from Khorne. As I found Vermin Swarms always as destructive to my soft elves I was looking forward to this game.
I brought my Dread Elves with Roman theme, the (not yet) dreaded XIII LegionXIII Legion List
Dread Prince, Cult of Yema, Headman’s Axe, Crimson Mail, Charm of Cursed Iron, Dragonfire Gem - 495
Cult Priest, Cult of Yema, BSB, Divine Altar, Light Armour, Gladiator Weapon, Obsidian Nullstone, Lucky Shield - 698
15 Legionnaires, Cult of Yema, Full Command, Spears - 270
15 Legionnaires, Cult of Yema, Full Command, Spears - 270
5 Dark Raiders, Cult of Yema, Musician, Repeater Crossbows, Shields – 250
5 Dark Raiders, Cult of Yema, Musician, Repeater Crossbows, Shields – 250
29 Dancers of Yema, Full Command, Rending Banner - 748
5 Raven Cloaks, Additional Hand Weapons - 180
5 Raven Cloaks, Additional Hand Weapons - 180
1 Dread Reaper - 180
1 Dread Reaper - 180
5 Dark Acolytes, Cult of Yema, Champion - 390
Total: 4091Vermin Swarm List
Plague Prophet, Putrid Plate, King Slayer, Plague Pendulum - 690
Chief, Battle Standard Bearer, Crown of Scorn - 190
Assassin, Lethal Strike, Strength Potion - 380
45 Slaves - 170
34 Rat at Arms, Champion, Standard - 200
34 Plague Brotherhood, Champion, Standard, Aether Icon - 255
7 Plague Disciples - 130
1 Meat Grinder - 40
1 Rat Swarm - 140
1 Ratling Gun - 150
8 Grenadiers - 180
7 Gutter Blades, Ambush, Scouting - 248
1 Catapult - 170
1 Dreadmill - 250
1 Abomination - 400
note: picture of his beautiful army will follow soonPre-Game Thoughts
A solid Vermin Swarm list, three big units of which two are dangerous in combat while the other is as dangerous because he can lock you down and keep shooting. Especially his Assassin is nasty because he has a higher initiative than my Dread Prince and with the potion will very likely kill him in a challenge. I always fear Vermin Swarm shooting, although I have learned to prioritize my shooting on 1. weapon teams 2. artillery 3. other shooting and also experienced that Vermin Swarm blow themselves up more often than other species. The grenadiers looked scary on paper, same for disciples. I figured that my main combat block should be able to kill off the A-bom so he was first target in combat where the Prince could up his armour save to take on either the priest or assassin. I hoped the gutter runners would delay in their ambush and then hope the RBT would be able to scare them off because they died. Therefore my battle plan was as following, deploy the main combat block on a far flank opposite his A-bom to outmaneuver the opponent while focusing the first turns to take out his shooting. Deployment
Because my list is a Cult of Yema list I try to examine the terrain every game I will playTerrain
We made a nice battlefield with hills around all corners and several forests in the middle. Also note the ruins at the flank (now made with battle report logo) and the building in the centre which we counted as impassable terrain. I rolled highest to choose a side and chose the deployment side where the ruins were present as all my units either have strider or are scouting skirmishers. As an Cult of Yema list terrain has become really interesting for me as they are able to support my units instead of hamper them. Benefits of terrain are ofcourse the cover the provide, both soft and hard, but also the surprise it might provide. While the enemy is aware my units are Cult of Yema there might be a single moment he forgets that my chariot and cavarly can charge through forests or my legionnaires do not lose steadfast.
The opponent wins the deployment roll and places his Swarms at the left flank of the board where I react with the placement of my Dark Raiders. We both laugh about this basic thing of the deployment phase and I remember from a game I recently lost how important the deployment phase is and the drops you have in your army. It is the same in the game, especially the movement phase, chaff is essential and provide this great extra depth to the game. He then deploys his catapult at far right hill in the corner where I react with another unit of Dark Raiders in the right centre. Because he wanted to have one turn less of my shooting he deployed his army at once, at the right flank. I deployed the big block at the far right opposite his catapult and A-bom and Reapers central. Especially the scouting phase provided me with some great options in the forest and the ruins. Because of his first turn I deployed my Acolytes and Legionnaires less forward.Vermin Swarms - Turn 1
The game starts and the countless rats push forwards. While the central two combat blocks move up some inches the Slaves marches up in order to close the gap between the building and his battleline to prevent any Dark Raiders slipping through. The A-bom moves up to block the Raven Cloaks from charging the Catapult while the Doomwheel moves towards the Dark Raiders while the Swarms run away as fast as possible to redeploy where there are going to be needed. I really like the fluffy tiny rule of them by the way, that they are so small they can just run through their own units. The Ratling gun moves up a little to be able to shoot the Acolytes.
Without magic he quickly goes to his shooting phase and starts with his Catapult. While I had expected him to try kill the BSB on Altar or at least a lot of Dancers of Yema he aims for the Acolytes and lucky for me fails to wound. Then his Ratling gun aims and wound four! but they save two with their 4+ ward saves. They pass their leadership test after a BSB re-roll and all is save. Then the Doomwheel shoots at the Dark Raiders but only at strength 3 and kills 2, but I save the armour save of one. I made average saves and survived the first shooting phase without any trouble, nice!Dread Elves - Turn 1
Aware that I am lucky to have survived the enemy shooting without a lot of casualties my aim is to take out a much enemy shooting as possible this turn. I advance forwards aggressive with all my units. My battle plan is to break through his right flank with my combat unit while blocking his left flank to create an unbalanced battle plan where I can push through from the flanks. This will force him to either face my combat block and therefore provide his flanks to my 15 spear blocks or go after the spears and provide rear/flank to the Dancers of Yema. I was not sure yet how to handle the enemy Assassin which could kill my general but got a little plan. By sneaking the Raven Cloaks behind the A-Bom towards the Catapult he was likely to attack them in his round. As I thought units with random movement are not able to overrun I could then attack his A-Bom with the combat block in my second round and overrun behind enemy lines. The Acolytes moved up to be within range of a possible Doombolt (The Grave Calls it is called now).
In the magic phase I get 7 - 4 for the winds of magic and channel another dice. I roll 5 dice for casting Doombolt on his Disciples and sacrifice two legionnaires to make it strength 6, this was more of testing out sacrificing instead of real tactical advantage, but a Dark Elf is not a Dark Elf without sacrificing at least some models of his own each game. Unfortunately I roll very low (11) but just get if off. While he still has the scroll he makes the gamble to use his four dice, but lucky for me he fails to equal the roll. I do a lot of hits and kill all his Disciples at once! To destroy an enemy unit in your first round is always great. I really liked this because with normal shooting they would be difficult to kill but a single doombolt cleared them without too much effort. I am very happy I invested in the Champion because although expensive, strong magic missiles in your magic phase can solve a lot of problems for you.
On to shooting. My priority number 1 was to clear the Ratling gun, and with some luck take out the Catapult now he is only T4. As the Raven Cloaks used as bait for the A-bom had no other choice they shot at the Catapult, inflicting the first wound. The Raven Cloaks in the Ruins inflicted three wounds on the Ratling Gun and killed it, great! Then combined fire of the RBT on the Catapult: 12 shots hitting on 4+, 6 hits wounding on 4+ and I just killed it with another 3 wounds. So both the Ratling gun and Catapult cleared in my first turn, amazing shooting phase while just rolling average. Combined with the magic phase already 3 units destroyed! Both units of Dark Raiders get a bonus kill at the Slaves and Plague Monks unit, just to annoy Vermin Swarms - Turn 2
The Slaves needs to push forward anyway so charge the Dark Raiders. I flee and he tries to redirect, but fails. Unfortunately he then rolls the same amount as my flee distance so catches them, even while blocked by the other unit of Dark Raiders, hmm. I am not sure this was good use of the Dark Raiders. While he does not have to protect his Catapult anymore he charges the Raven Cloaks with the A-Bom, logically because he can overrun of the table as I discover too late. His Gutter Runners appear on the table and move towards a Reaper while his Doomwheel advances through the forest to get into my flanks. He retreats his Rat at Arms a little to prevent a long charge from the Dancers of Yema and runs as fast as possible with his Rat Swarms towards his lines.
In his shooting phase he gets lucky with his Gutter Runners on the left RBT and kills it with a lot of poisioned shots but completely fluffs his Grenadier shooting on the Acolytes.
In combat the A-Bom easily kills the Raven Cloaks without much effort or damage in return and overruns off the table to my horror. We search in the rules to be sure but they also overrun. Hmm, what to do now?Dread Elves - Turn 2
I still want to kill that A-bom first and push through enemy lines clearing him so decide to wait for another turn as he needs to come back next turn without being able to move, so I just move up a bit and shuffle for more line of sight. I was doubting between charging the Grenadiers with the last 3 Acolytes or gambling another 5 dice Doombolt and opted for the second option because of possible stand and shoot that could go wrong. Therefore I moved them out of charge ranges. The Raven Cloaks in the Ruins turn around to shoot enemy Gutter Runners but I make a mistake by leaving them inside the Ruins instead of close range. The left unit of spears were send to block the Slaves while I send the last unit of Dark Raiders as redirector to be charged by the Plague Bearers as they have frenzy and therefore must overrun and lose another round of movement. I am not sure this early sacrifice was too soon, but eventually played out well.
I get another great roll for magic: 9-5 and use 5 dice for Doombolt on his Grenadiers and have a high roll, but he scrolls it.
In the shooting phase the Raven Cloaks miss their shots and the Reaper only kills a single Gutter Runner, not enough! A small bonus is that the Raiders kill another monk.Vermin Swarms - Turn 3
Instead of charging the Legionnaires with his Slaves and moves his unit 1" away while his Plague Brotherhood charges the Dark Raiders. His Rat Swarms reach his own lines while the A-bom returns on the table. Grenadiers turn to finally kill a Acolyte with their shooting while the Doomwheel advances to charge the Legionnaires in the rear or take out the last RBT, Gutter Runners move up. Things are actually not looking that well for the Dread Elves at this moment
Fortunately he now shoots on average with his Gutter Runners and only inflict three wounds on the Reaper, so it lives! The Doomwheel kills two Legionnaires and although the Grenadiers finally inflict a wound on the Acolytes, I made the 4+ ward save. Good result.
As suspected the Dark Raiders are killed with impact hits, but the unit of pendulum needs to overrun and therefore takes it out of position. If this was worth it we will see later on and I am also looking forward to your feedback on this matter.Dread Elves - Turn 3
The combat block of 1 Dread Prince, 1 BSB on Altar and 29 Dancers charge the A-Bom. They are fielded here as a bus, so 5 wide, in order to break steadfast from enemy ranked units, so only a single Dancer in base contact. Two legionnair units also move out of reach of the Plague Monks, one charges into the Slaves to do this, hoping on a lucky fail of steadfast. The Raven Cloaks now get into short range of the Gutter Runners while the Acolytes move for another doombolt shot on the Grenadiers.
I roll 7 - 4 for winds of magic and cast another 5-dice Doombolt on the Grenadiers. This time it goes through and I kill them all at once, great! Second unit destroyed while still dangerous in combat for rear or flank charge.
This time the Reaper really shines and inflict 4 wounds on the Gutter Runners, who flee until just 1" off the table edge. It leaves the Raven Cloaks only in front of the Doomwheel which they fail to wound.
In combat the Legionnaires inflict 5 wounds while the Slaves kill 2 in return, Slaves loses combat but hold their ground. In the combat against the A-bom impact hits inflict 1 wound, then Lord Drakon (Dread Prince) another 2 but (2) so 4 and the BSB with her Gladiator Weapon and Lethal Strike of the Altar finishes him off. I combat reform to face the Assassin with Rat at Arms and Grinder and hope for the best. Odds are changing into my favour now I feelVermin Swarms - Turn 4
The Assassins and his unit charges into my big combat block and makes it. I get lucky and enemy Doomwheel explodes! Very nice indeed. The Plague Brotherhood unit reforms and the Rat Warms moves to redirect my unit of 15 Spears.
Without shooting we go straight to the combat phase where my general unfortunately needs to challenge his Assassins. The Skaven fail their fear, a really nice bonus from the Yema Altar by having to roll 3 D6 and discard the lowest. Unfortunately this does not stop the Assassins which still inflicts 2 wounds with his potion of strength. With only a 3+ armour save Lord Drakon has no chance and the deadly Assassin inflict 5 wounds because of multiple wounds rule, killing the general! The other combat is uneventful as both the BSB and Grinder fail to inflict any damage and the 2 Dancers might have killed a Rat at Arm but I forgot. He wins combat and I fail my steadfast leadership 9 test..... But the re-roll saves it. Pfewww. I realize I need more Dances of Yema into combat so combat reforms into 7 wide. Spearman and Slaves kill each other and get a draw.Dread Elves - Turn 4
The Legionnaires charge the Rat Swarms while the Acolytes and Raven Cloaks position to kill a lot of Plague Monks.
I get a high magic roll of 11 - 6 and try another Doombolt, but the enemy dispells it with his 6 dice.
The shooting phase is much more successful though, and the combined shooting of the Reaper Bolt Thrower and Raven Cloaks kill 8 Plague Monks.
In the big combat the now dreaded Assassins strikes again, and inflicts three wounds on the BSB on Divine Altar. Contrary to last round however he is now only S4 so that should not be a problem so I first roll my armour saves: 1, 1, 1 oke no problem then my 4+ ward save: 1, 1, 1
NOOO! Multiple wounds make it a total of 7 wounds and BSB also dies under the deadly blade of the Assassin. I realize now by looking at the list she still had a Lucky Shield, but it would have made no difference I guess. But then something unexpected happened. The Dancers of Yema, the Druchii Gladiators, the Most Bad Ass unit the Dread Elves ever had, were clearly annoyed that they had been used as static combat res outside of combat. Because both Lord Drakon and the BSB had died they could now finally strike and took their flails. They easily kill the Grinder and another 6 Rat at Arms while only they pass all saves in return. Enemy unit holds on steadfast however, but this is perfect. Spears easily kills a Swarm and therefore destroy the other by combat resolution. In the meantime the Slaves had slowly killed enough Spears in the other combat that they lost combat and run, captured by the SlavesVermin Swarms - Turn 5
We became confused by the epic battle and though this was our last turn, turn 6. The Slaves charged the last RBT to score its points while the big block marched towards the heroic Dancers of Yema for an epic final battle if the Assassin and his unit would flee.
Shocked by the last combat the Assassin tried to save his ass and unit by killing enough Dancers, but fluffed his attacks and the Dancers made their 4+ ward saves. This time it was time for the Assassin to die, so the 6 Dancers tried to kill him, while the other 9 used their flails on the unit. Now the Dancers really showed who know how to fight. Against the 6 attacks on the Assassin, 5 hit on 3+ and 5 wound on 3+ but then the Assassin rolls his ward saves: 4, 4, 6, 5, 4
However the Dancers do now care and inflict 9 hits on 2+ and 9 wounds on 2+ on the Rat at Arms = 100% wounding rate! The poor Rat at Arms lose their nerves and flee, unfortunately they escape the wrath of the Dancers of Yema. In the other combat Slaves easily kill the RBT off.Dread Elves - Turn 5
Final turn, I doubt between multi-charging the Plague and do it, but save the Acolytes to hopefully finish the fleeing Rat at Arms with Assassin and they do! Finally! Then the 26 or so Dancers of Yema charge in the front and both Raven Cloaks and Legionnaires in the flank of the Plague unit.
Acolytes try another Doombolt on the Slaves for the last time but they dispells it.
Now, the final battle. I get to strike first. The Dancers kill 11, the Cloaks kill 4, the Legionnaires kill 3 and suddenly the unit is nearly dead, only 8 Plague Monks left. In return 3 Legionnaires die so I lose the second rank to break steadfast, all 5 Cloaks die and the combat character is only able to kill 2 Dancers of Yema so I win combat. However he still has LD9 steadfast with BSB. He rolls... 11! the re-roll... 11! YES! They flee and I try to capture. He rolls another 11 and I roll.... 11!!! YES. Oh no, he reminds he of the +1 for Skaven fleeing so he just escapes my Dancers. We shake hands after another epic and bloody game, very close. Result
We calculate victory points and I scored 3225 against 2900.
A 10 - 10 draw.Post-Game Thoughts
A great game and very close to complete annihilation of the enemy army (4091 points) minus the unit of Slaves of which I am very happy. All my units did something and although with mistakes I think my overall battle plan had worked. Even the Raven Cloaks that were killed in his second turn picked off that crucial wound of the enemy Catapult or those Dark Raiders inflicting several wounds on the enemy with shooting before being used as redirectors. As always I was impressed with the Dancers of Yema, but that is because I used their flails again instead of great weapons. Always use flails, as because they lost the attacks they need all their attacks to actually hit and wound, and most of the time this will be 2+ to hit and 2+ to wound. In the future I am going to field them 7 wide and 6 deep. I feel I was lacking in the chaff game, but I also managed to kill off his shooting and redirected while the final battle was still me multi-charging his big block so maybe I did it right. Lord Drakon himself needs to kill some average troops or have higher initiative than all his opponents before he can enter battle, as he is really glass cannon because of his bad build (not able to change anymore). Enemy Assassins was absolutely rocking this game by killing both the general and BSB while escaping death several times. I was very lucky that the Doomwheel blowed up, otherwise it could have become a big loss. MVP
The MVP's this battle were the Acolytes. They killed a unit of Disciples, Grenadiers and captured the fleeing unit of Rat at Arms with the deadly Assassin inside, just to get revenge. They survived several rounds of shooting, while all enemy shooting was directed at them. Their M10 is amazing combined with their 4+ ward saves. I did not used them in combat yet as in most cases their Doombolt was more dangerous and it was still deadly. I was lucky without any miscasts while using 5 dice every time though. Sacrifice for Khaine
Lord Drakon himself is going to be sacrificed to Khaine after his battle. Although he inflicted four important wounds on the Abomination he was easily slain by a simple Vermin Assassin, this is something Khaine really dislikes! I hope he will get to shine in next battles. My most important lesson about him that he is real glass cannon without any ward save or armour save not yet upgraded to 1+.