The enemy list was based on the Tower of Annulment scenario, so therefore only the lvl 1 warlock engineer.
Warlord on War-Litter (general) in Stormvermin
Deathmaster Snikc (in unit of stormvermin or night runners)
Chieftain (BSB) in Stormvermin
Assassin on Arabian Carpet
Warlock Engineer, LVL 1
30 Stormvermin, Ratling Gun Weapon Team
35 Clanrats, Waprfire Thrower Weapon Team
35 Slaves, Slings
6 Giant rats (rat dart)
6 Giant Rats (rat dart)
10 Gutter Runners, poisoned slings
9 Rat Ogres
3 Stormfiends (Ratling, Windlauncher, Shock Gauntlets)
Warp Lighting Cannon
My list was
Dreadlord 249
- General
- Heavy Armour
- Sea Dragon Cloak
- Ogre Blade
- Enchanted Shield
- Ring of Hotek
Supreme Sorceress 330
- LVL 4
- Light Magic
- Cloak of Twilight
- Dispell Scroll
- Dark Pegasus
Sorceress 90
- LVL 1
- Light Magic
- Dark Steed
Sorceress 90
- LVL 1
- Light Magic
- Dark Steed
BSB Death Hag 300
- Cauldron of Blood
6 Dark Riders, Musician, Shields, RXB 130
5 Dark Riders, Musician, Shields, RXB 110
26 Witch Elves, Full Command, Razor Standard 361
5 Shades, AHW 90
5 Shades, AHW 90
5 Shades, AHW 90
Reaper Bolt Thrower 70
Reaper Bolt Thrower 70
10 Sisters of Slaughter 150
10 Sisters of Slaughter, Handmaiden of Shards, Standard Bearer, Banner of Eternal Flames 180
Overview of my local game store, we were playing at far right table.
For magic we rolled
Warlocks Engineer : Howling Warpgale (noo!)
Supreme Sorceress : Timewarp, Basihment, Pha's Protection, Net of Amyntok
Sorceress : Shems gaze
Sorceress ; Speed of Light
Cauldron of Blood : Blessing of Khaine
I have experienced how deadly Skaven magic and missile fire is against the soft Elves, and although they are likely to blow up after a while, in the meantime they will always make up their point cost if I come to close without first desroying them. A different matter are his Stormfiends, who never misfire and always extremely hurt. My battle plan was to take out enemy Cannon as soon as possible so the Cauldron is safe, then weapon teams + Stormfiends, then redirectors and then his combat blocks. Witch Elves would wait long enough so that most dangerous units or fast redirectors were down and Sisters would protect both flanks.
As we both were a little bored of the Battleline scenario we rolled for another scenario in the book. Very fitting for the situation we rolled Dawn Attack (it was indeed very early and their general still a little bit drunk).
Skaven and Dark Elf forces march forwards under the first rays of light.
Skaven win the roll to deploy first.
The centerpiece on the army with general and BSB in stormvermin + their ratling gun are deployed at the left flank toghether with an unit of giant rats, way out of their important central position for LD bubble. Rat orges and WLC are deployed at the right flank, which contains a nice hill for the Cannon. Rest of the army deploys in the centre. This was a very good thing for me, as the Witchstar could only be taken in combat with the Stormvermin as the anvil and Ogres as hammer in the flank. Now it could attack anything head on. Cannon was also not protected so easy target for Shades.
Enemy Stormverminstar with very cool jungle general on war litter, BSB, Deathmaster Snikch and 30 Stormvermin.
Witchstar is deployed at the left together with Flaming Gladiators. Other Gladiators are deployed at right flank with the rest in the centre. I got a nice forest to put my RBT's in which had good line of sight to enemy main shooting threats. I win the roll to scout first, and Shades take position 12" from Cannon, enemy reacts with 10 Gutter Runners, and I deploy a second unit. Then he places his Assassin on Flying Carpet (very nice model) on my far left, which I also respond with 5 Shades.
My Witchstar so far. I have no money to buy new Witch Elves, so currently it contains witches from 5th, 6th and 8th edition. Cauldron of Blood / Bloodwrack Shrine with the BSB Death Hag in the cauldron is ofcourse the masterpiece, but also needs to get their final touches.
Deployment
So for deployment, our main combat block were in a different corner of the battlefield, and my witchstar opposed his Ogres (poison!) and softer clanrats and slaves. I did however had nothing to stop the enemy assassin on carpet besides shooting and a unit of Shades. I could onlt start the battle with a roll of 6, and roll a 6 ! Khaine was with me today.
Dark Elves 1
I declare no charges and my Shades move up for a second turn charge on the cannon while still 6" away and out of line of sight of Ogres. Witchstar march towards the centre, flanked by unit of Gladiators. Left Shades move up within close range of Assassin and Supreme Sorceress + Light Council move to cast spells on Assassin. Dark Riders move up to shoot the Warpfire Weapon Team.
I roll 7 vs 5 for winds of magic, and cast a Banishment with 4 dice on the Assassin, enemy warlock (who is surely going to be promoted, or killed after this battle) rolls all his dice and gets two 6'es. Then I cast Net of Amyntok on the Assassin so it can not move or shoot. Combined shooting of Shades and Reapers fail to kill it !!! but inflict 1 wound. Shades at the right shoot at Gutter Runners and kill 3, but he passes his LD test. Dark Riders at the Warpfire team all misses their shots. Bad shooting round !
Skaven 1
Skaven also doesn't declare any charges and move his Stormvermin towards the centre. Rat ogres advance within second turn charge on Witch Elves, same with Giant Rats. Clanrats, Slaves and Stormfiends move up. Warpfire team moves up a little and need a 10" to hit the Dark Riders.
For magic enemy rolls 6 vs 4, and 6-dice howling warpgale and cast it with IR force ! Miscast inflict a strength 6 hit, but enemy rolls an 1, so warlock is unhurt ! Warpfire Thrower shoots at Dark Riders and roll an 10" killing them all at once. Gutter Runners kill two Shades, but they hold. Cannon misfires and does nothing. If warpfire thrower had not killed the Dark Riders, the Stormfiends would have done it, so I would have been much better to send them towards the left flank, but yeah, first of the many mistakes this morning.
Dark Elves 2
Shades charge the cannon, other Shades charge the Assassin on carpet who stand and shoot (again another mistake, that he sitll had to take a strentgh test at this moment but I forgot) and he kills two Shades ! who turn to flee... Witchstar move up for next turn charge and I decide to go crazy with the Sisters of Slaughter as I did some mathhammering with them (and they were likely to inflict 9 wounds, while only taking 4 or 5 in return. Sorceress and Light Council still face towards Assassin as he must be killed this turn ! Left Sisters of Slaughter move up.
Magic is 3 vs 2 and I cast Pha's Protection on the Witchstar. Reapers combined shooting finally kill the Assassin.
Shades make short work of the Cannon, the unit with 3 left overruns off the battlefield, while the reforms for an next turn charge on the Gutter Runners.
Skaven 2
Giant Ogres take the bait and charges the Sisters of Slaughter. Gutter Runners charge Shades, who kill 1 with stand and shoot. Rest of the army moves up besides Clanrats. Slaves present themselves towards the Witchstar (and I forgot that Skaven can still shoot on units in combat with Slaves).
Magic is 8 vs 6, and heroic enemy lvl 1 warlock IR force another Howling Warpgale ! We both have to laugh as this small lvl 1 is more succesfull in the magic phase than my LVL 4 and two LVL 1's combined. As he was in front of the enemy general we were sure that he was to be promoted. But then the Skaven player responded that he was actually very likely to be assassinated after these successes as he could challenge his warlord and Skaven surge for power is a dangerous and deadlu happening undergrounds. He does get a wound of the miscast, but is still alive. One stormfiend shoot at the Elves, hitting 9, but because of ward saves only killing 4 ! Sisters of Slaughter are unfortunately not that happy, and after the Ratling gun of the Stormfiend stops firing bullets and a red mist of blood clears, only two are standing. However as true Gladiators they hold their ground.
When the gutter runners make contact with the Assassins Creed Shades draw their knives and kill 6 at once. Re-rolling and Murderous Prowess combined with their high Weapon Skill and AHW makes them indeed one of the best Scouts in the game. The last Gutter Runner, horrified by their losses, fail to hit and start running, just 1" away from the Shades because of the Skaven flee rule. Then the matchup of the Sisters and Rat Ogres (190 pts vs 295 pts) and we both expected to win. The discpilined Gladiators inflict 7 wounds, killing two. The frenzied Ogres don't care and inflict 14 wounds, but unfortunately the Sisters might also had a little drink yesterday and fail to pass 4+ ward saves so only the champion survives. As he needed a 5 to hold she start to turn, but is blessed with a vision of Khaine !! In his heroic sacrifice to protect the Witchstar for another round he holds ! Losing my two gladiators units in turn 2 was unnessecary and because of careless play. Shame! As I would loved to see how they had flanked a clanrat unit out of range of Generals bubble.
Dark Elves 3
Witchstar charge the Slavas as I still do not realize that enemy Stormfiends and Warpfire Thrower can shoot on them. Last two sisters of Slaughter charge enemy Giant rats. Left Shades keep fleeing and Magic users redeploy to shoot at Stormfiends. Shades who run off the table return and move 5 " towards Warpfire Thrower. Other 5 Shades charge the Warpfire Thrower, but fail their charge.
Now I start to realize that enemey can shoot on Witches next turn, so the Slaves needed to DIE this turn. I roll 10 vs 6 for winds of magic. Cast Pha's Protection on the Witches, Net of Amyntok on the Stormfiends and he dispells Banisment and Fury of Khaine. All of my shooting miss because of that damned Howling Warpgale.
In the combat of Ogres vs Champion, the champion succeeds to KILL another Ogre (3 wounds) and is killed in return. Other Sisters of Slaughter kill 3 Giant Rats and the rats flee (just in front of Stormvermin block). Then the Witchtar combat... Impact Hits kill 5 slaves, then Lord Drakon himself kill 4 slaves. The Hag kills another 5, COB witches kill 3 and the other witches kill another 13. Only 10 remaining so no steadfast ! BTW I forgot to test Terror here, as the Slaves were only LD 5 or something. Slaves kill 3 witches in return. They explode and kill another one. Then the Witchstar overruns into the Clanrats, so safe against enemy shooting, yeah ! Compared to the former Darkshards and Dreadspears I was fielding, or any infantry, Witches combined with a Cauldron just rock.
Skaven 3
Rat Ogres frenzy charge into the back of the Witchstar, and I am a really afraid this is too much for them. Lord Drakon makes way and 6 witches get to base contact. Now the best thing of the 2 last remaining Sisters of Slaughter (remember combat with the Giant Rats) did was forcing the redirector unit to flee, but not only did they flee, they also fled just in front on the enemy main combat block with characters and stormvermin, who had otherwise be able to charge my Witchstar flank with some luck ! I am sure if that had happened, the Witches had not survived and I would have lost the battle. So even though the Sisters of Slaughter did not lived longer than 1 combat each, they both ensured that I faced enough units at a time and this blocking Giant Rats were game changers! So again I want to say : I love the Druchii Gladiators. Stormfiends, Ratling Gun and Giant Rats move up to my back.
In magic enemy gets 9 vs 4, 6-dice Howling Warpgale but got no sixes, so I finally use my scroll. Stormfiends pass their stregnth test easily and kill the last two sisters + get a template on the Supreme Sorceress, but she passes her 3+ ward save. I am sure the Warpflame Weapon Team had eaten some warpstone as he needed a 2 to hit the Shades, and he rolls againt, just a 2 ! killing them all. I don't know how much points they are, but they earned 200 vp alone !
Always kill them when you can, they HURT !
Combined attacks of Lord Drakon, Death Hag + COB crew and 6 witches kill 4 Ogres, especially because of the deadly poison, and only two ogres are left, so few to inflict a lot of pain. Witches in the front also kill 7 clanrats. In return they kill 2 witches because of Pha's Porection, but Ogres need to roll snake eyes and they flee ! Clanrats hold on LD 8 with steadfast because of rank bonus.
Dark Elves 4
Shades want revanche for their Assassin Creed comrades and charge the Warpfire weapon team. Now we both discovered how much warpstone the crew had eaten, as they stand and shoot and pressed the wrong button so it exploded with a large template, killing the crew and 4 witches. Shades fail their charge. Left shades keep running and are only 1" away from table edge. Supreme Sorceress and Light Council retreat a little (Supreme Sorceress not far enough as she stays within 24" ).
Magic gives me 11 vs 6. I give the Witches frenzy, which is dispelled. Then Pha's Porection which is also dispelled, leaving me with enough dice for boosted Shems Gaze and Banishment. banishment inflict 4 wounds, while Pha'se protection another 2, killing one and inflicting 2 on the second. Then Reapers shoot at them on 4's as they are in close range and no Howling Warpgale and inflict another 7 wounds ! But the Ratling Gun just survives with 1 wound unfortunately, and holds.
Witches inflict again a lot of wounds, take away enemy steadfast and he flees. I pursuit and he rolls 10, I roll 12, so run of the table. At this points Witchstar has taken 40 Slaves, 40 Clanrats and 4 Ogres.
Skaven 4
Enemy fleeing Giant Rats are still in the way of the Stormvermin. Other Giant Rats charge the first Reaper, but fails. Ogres, last Gutter Runner still flee. Ratling Gun Stormfiend moves up to shoot the Supreme Sorceress (oh oh). Weapon Team Ratling moves up to shoot next turn. Giant Rats in front of Stormvermin rally and block the Stormvermin for another turn.
For magic enemy rolls 4 vs 3, I channel 1. He tried Howling Warpgale but I dispell. Ratling gun aims at Sorceress, inflict 10 hits, 7 wounds, and I save 4 ! Just not enough to save her, and she dies.
Dark Elves 5
Dark Riders charge the Rat Ogres (not smart as I could better charge with 1 sorceress and send Dark Riders towards giant rats) who flee towards table edge, then they redirect into last Gutter Runner who runs towards Shades. Shades also charge (why!!) so they start running other direction again. I would have been much better to shoot with the Shades at this moment.
Sorceresses had failed charge so no magic. First Reaper kills of the last Stormfiend, and the other kills enemy Ratling Weapon team (also another mistake as I should have shot the Giant rats).
Skaven 5
Giant Rats charge first RBT. Ogres and Gutter Runner remain fleeing and Giant Rats that saved me from charge now redirects my witches from reaching Stormvermin. Stormvermin moves out of range of Witches to save points.
In combat my RBT crew kill 2 rats, while the rats kill only 1 so it is a draw.
Dark Elves 6
Witches charge Giant Rats, Shades and Dark Riders charge Gutter Runner again (why ? just shoot them !). No magic and no shooting. Witches kill enemy giant rats, and enemy giant rats kill the last crew of RBT.
Skaven 6
Giant Rats charge the RBT, Ogres flee off the battlefield and last Gutter Runnes who I should have killed long ago rallies and preserves it VP's. Again the RBT crew kill 2 rats, and the rats kill 1 crew, leaving it a draw.
As usual with Skaven, a very bloody game, but finally I got a nice victory against them. Ofcourse this is mainly due the Witchstar. A nice 14 - 6 !
Again, I really hope for some comments and feedback as this not only improves my play but also makes it much nicer to keep posting my battle reports beside personal reflection. I will replace the second unit of Sisters of Slaughter with my converted Executioners on Cold Ones (Cold One Knights) as they are my best work so far and its a shame I don't play with them anymore.
Lord Drakon, chosen of Khaine !