The Defence of Bracliata: Dwaves vs Skaven "Raze and Ruin"
Aug 27, 2018 21:17:32 GMT
mottdon, FvonSigmaringen, and 1 more like this
Post by sedge on Aug 27, 2018 21:17:32 GMT
Brogar wasn't happy. He'd been campaigning for months now, as the Skaven continued to push the Dwarves back, appearing with a suddenness and in such numbers that there was little that could be done to counter them. If things continued this way, the Kazad itself would be threatened. When the Dwarves had returned to the Appucini Mountains just a few decades ago, oaths of alliance had been sworn with many of the local manling villages, who would supply the Dawi in return for protection. That explained why this small force was busy fortifying the hamlet of Bracliata as the manlings huddled in their hovels, with the Rangers reporting a marauding force of Skaven approaching. Brogar himself had been making several scouting flights a day, but after glimpsing a grey seer amongst them, had no intention of taking his 'copter in close - it was far too precious to him.
As the rain lashed down, he made his final checks - this weather was going to be hell to fly in, and he wasn't going to take any risks. Then, out of the murk behind them, a horn rang out - reinforcements? Brogar hurried out of the cockpit, only to stop in horror as he saw the approaching Slayers. Drenched in rain, they were an even more grim sight than usual. If he had any hope beforehand, it was gone now - for only one thing would bring the Slayers to battle - a foe mighty enough to be their Doom.
Westy and I played our second game with our new armies. We chose to play the Raze and Ruin scenario from p.398-9 of the BRB to liven things up, and so we weren't just lining two equal armies up to smash against each other. To summarise, I had 1,500 points of Dwarves to hold the small town (including one Watchtower) against his 2,000 points, who would arrive in the first turn. The aim was to control the most buildings at the end of the game; the Skaven would also gain victory points for destroying buildings, which had special rules allowing them to be targeted. Any unit in the watchtower benefited from being able to fire out in larger numbers, and to Stand and Shoot even when the charging unit was within its movement range.
The Armies
Dwarves (see this thread for the planning of my list)
Skaven (same list as last time, as Westy didn't have time to think up another army)
Terrain
We decided that the stables and house to the left could not be garrisoned. For narrative reasons, this was because the human villagers were all cowering in them; for gameplay reasons it was so that my entire army didn't just camp in buildings, which would have been dull for both of us. The octagonal tower (in the middle) is "the" Watchtower for the purposes of the scenario; the Dreadstone Blight was treated as just a standard building that could be garrisoned. None of the other terrain had special rules beyond the standard ones.
Deployment
All my forces had to set up first, and I needed to keep half my units within 6" of my board edge; the other half just within my half of the table (the map isn't quite to scale; I think the Dreadstone Blight the cannon was in was actually just 6" away from the table edge). I figured the Thunderers were the best unit to make use of the Watchtower, while the cannon would enjoy the best line of sight if in the Dreadstone Blight. I kept my Slayers back so I could pick a target for them.
The Grey Seer then rolled for spells and got Howling Warpgale, Scorch, Cracks Call and The Dreaded Thirteenth.
Turn 1
All the Skaven forces moved onto the battlefield (for some reason the arrows aren't showing in the map). Westy chose not to put the Screaming Bell in the middle, as that might have just blown all the buildings up when it was rang, which would have taken a lot of fun out of the game. Instead, the Doomwheel went front and centre, intending to do to the Longbeards what it had done in our last battle.
The Grey Seer tried to cast Howling Warpgale, which I managed to dispel, but then successfully cast Scorch on the Longbeards - which I chose not to use my Rune of Spellbreaking on, reasoning that it'd be more valuable against the Dreaded 13th. Three Longbeards were killed, and the spell forced them to take a Panic test... which they promptly failed!!! Aaaagh! Just like the last battle, I was proving incapable of passing those crucial Leadership tests. Elsewhere, the Doomwheel Zzzzapped a few wounds off the Rat Swarms.
My Longbeards thankfully rallied, perhaps having caught the baleful glares of the Slayers, who pushed up behind them. The Gyrocopter moved across my backfield, trying to hide from the Warp Lightning Cannon and thinking of burning a few Stormvermin.
The Cannon took aim at the Doomwheel, determined to put it down before it could cause havoc in my lines. I promptly rolled a misfire... re-rolled it... and got the same again. I then rolled on the misfire table and got a 1! It had blown itself up first turn! So much for the reliability of Dwarven engineering. The nearby Rangers, showered in bits of masonry and body parts, panicked and fled, two of their number (not marked on the map) managing to take themselves out of the battle by running face first into the walls of the tower. Brogar, piloting the Gyrocopter, was made of sterner stuff, and held fast.
The Thunderers took aim at the Doomwheel closing in on their comrades, and failed to cause a single wound. At this point, the battle was going terribly for me - the Longbeards had lost their defensive position behind the barricade, my one warmachine was gone, and the Rangers were fleeing and out of position.
Turn 2
The Skaven forces advanced again, expecting it not to be long before they mopped up this pitiful pawful of Dwarves. The Doomwheel failed to reach the Longbeards, leaving it exposed for next turn. Screaming Bell tolled with a wall of unholy sound, the nearby cottage and stables collapsing on the screaming peasants. With two buildings down, the Dwarves would have to hold onto both of the remaining ones for any chance of victory!
The Grey Seer chittered with delight and gathered fell magicks about him - targeting one of the nearby units of Dawi, he prepared to cast the Dreaded 13th... yet the winds of magic were fickle today, and he failed to cast The mage lost his concentration and instead lashed out in frustration, clubbing several snickering clanrats with the butt of his staff, and exhorting them to push faster.
The artillery lined up its targets, and the Doomwheel took out two Thunderers, with another two killed by the Poisoned Wind Mortar. The Warp Lightning Cannon reduced two Longbeards to piles of smouldering ash.
With a great roll of thunder, the Stormvermin raised the Storm Banner, the Gyrocopter now grounded. The nearby Rangers, shocked to their senses by the cursing of the Brogar the Gyrocopter pilot, rallied and pivoted to face the action again. The Longbeards, realising it was charge or be charged, took the sensible option and charged the Doomwheel. The Slayers pivoted, with the destruction of the buildings now leaving the left flank of the Dwarves exposed.
The Thunderers took aim at the Rat Ogres, wounding one of the hulking creatures badly (the map incorrectly shows one as killed). In combat, the Longbeards lost one of their number to the rolling Doomwheel, before smashing back to cause one wound themselves, and a further two from the Runesmith's great weapon. The Doomwheel engineer, realising his chances to be slim, performed an incredible on-the-spot pivot and fled back the direction he'd came. I chose to pursue with the Longbeards - it was a rash decision that left their flanks exposed, but I desperately wanted to try to run the Doomwheel down; unfortunately the wheel was just too fast.
Turn 3
The skies remained black as the Storm Banner stayed up, and the Doomwheel engineer sensibly decided this was not a safe day for driving, spinning his contraption off the battlefield. The Rat Ogres, enraged by the hail of lead coming their way, charged the flank of the Longbeards; elsewhere the Rat Swarms charged the Thunderers in the tower - the gloom saving them from being shot as they charged. The Stormvermin and Plague Monks wheeled inwards, and the Clanrats and Screaming Bell made it over the fence without mishap.
The Bell clanged again, the nearby rats emboldened by its unholy peals. The Grey Seer puffed himself up and attempted to cast Howling Warpgale - but failed dismally on snake eyes, the magic phase over before it had begun.
With terrible conditions hampering shooting, the Jezzails missed the Slayers, the Warp Lightning Cannon failed to even pick a target out of the murk, and the Poisoned Wind Mortar had chosen to advance.
In combat, the Runesmith took the risk of barging to the side of his unit, hoping to smite a Rat Ogre with his massive runic staff. The Rat Ogres crushed four of the Longbeards; in return the Longbeards and Runesmith inflicted two wounds, killing one of the massive beasts (the one incorrectly shown on the map as having been killed in my last turn). Perhaps surprised at this loss, the remaining two Rat Ogres completely forgot to stomp the little Dwarves hacking at their ankles. Despite losing combat by 2, the Steadfast Longbeards held in place - though failed their test to reform and face the Rat Ogres.
In the tower, the Rat Swarms managed to drag one Thunderer down under the vermintide, before being squished to pieces and scattered as the enraged Dwarves struck back.
Lightning struck the ruined tower as the Storm Banner remained active, but this failed to dissuade the hardy Rangers, who advanced to garrison it. The furious Gyrocopter pilot swore at them, as he was left alone to try to push his grounded vehicle through the mud. The Slayers repositioned again to face the oncoming Clanrats, the determined Daemon Slayer holding them in place despite their desire to charge headlong towards their doom.
Ignoring the foul weather around them, the Thunderers picked out the approaching Warpfire Thrower, riddling it with shot before it exploded in a gout of flame. The Mortar crew nearby panicked and ran, though the Stormvermin were made of sturdier stuff.
In combat, the Rat Ogres crushed two Longbeards, who failed to wound in return - but the Runesmith inflicted two wounds, resulting in a narrow win for the veteran Dwarves. The remaining Rat Ogre and packmaster turned tail and fled, the Longbeards restraining and turning to face the oncoming Plague Monks.
I was much happier with how things were going at this point - it still seemed likely that I'd lose, but at least it would not be a complete rout. I still had three large combat blocks closing in, and the Storm Banner was hampering my shooting.
Turn 4
Bad weather was the order of the day, as the Storm Banner continued to remain in effect - this was hampering the Skaven shooting as much as mine by this point. The Poisoned Wind Mortar and Rat Ogres continued to flee, the Mortar disappearing off the battlefield.
The Stormvermin charged the tower with the Rangers in, who managed to shoot just a single one down. The Plague Monks charged the Longbeards, who held fast. The Clanrats continued to close on the Slayers, managing not to lose any of their numbers to the shifting rubble of the cottage.
Magic looked like it would finally have an effect with a 5 + 3 rolled. The Bell rang out again emboldening the nearby rats, but also causing a magical backlash that boiled five of the Clanrats alive. The Grey Seer attempted to cast Howling Warpgale, perhaps figuring that the weather wasn't bad enough already - but this was dispelled. This should have been the end of his magic phase, but we forgot that a dispelled spell would prevent that wizard casting further - Westy then tried to cast the Dreaded 13th, and failed to meet the value. Regardless, it just wasn't working out for the Grey Seer.
The Warp Lightning Cannon finally picked out a target in the distance, spotting the bright orange hair of the Slayers. Unfortunately, the temperamental contraption overshot and failed to wound. The Jezzails followed suit, and the Poisoned Wind Globadiers showed uncharacteristic chivalry by declining to take the risk of hitting their fellow rats in combat, leaving the Longbeards be.
They came to rue this decision as the Plague Monks failed to inflict a single wound on the Longbeards - who chopped down four in return, with the heroic Runesmith accounting for a further two. The foul Monks fled, the Longbeards successfully restraining and reforming to face the Globadiers rather than chase after such an unpleasant stench.
The Stormvermin found the Rangers a much tougher opponent than anticipated, killing just one for the loss of four of their number. They backed away from the building, gathering courage before they attempted another attack.
It should go without saying that the Storm Banner remained in effect. The Longbeards charged the Globadiers whose pathetic attempt to Stand and Shoot failed to kill any of the Dwarves, whilst one of their number craftily cracked a globe over a rival's skull, killing him off.
The Slayers and Gyrocopter continued their shuffling, the former expecting to take a charge as soon as the Clanrats gathered their courage. The Rangers and Thunderers took aim at the Stormvermin, killing off just a couple of them, as the abysmal weather continued to hamper visibility.
Combat was swift and brutal, the four Globadiers wiped out without loss for the Longbeards, who reformed to face the fleeing Plague Monks.
Turn 5
To the frustration of the Skaven artillery, the Stormvermin banner bearer continued to proudly wave the Storm Banner about in the air. The remaining Rat Ogre and Packmaster kept on running, however the Plague Monks decided to have another go at the Longbeards and rallied, turning about to face the elderly Dwarves.
The Stormvermin charged the Rangers yet again, losing one to a thrown axe. Westy ummed and ahhed over charging with the Clanrats, but chose not to risk what would be an almighty number of dangerous terrain tests over the ruined buildings, which could've also marked the end of the Screaming Bell.
Magic saw a dismal 2 + 2 rolled; the Bell yet again emboldened the nearby Skaven. The Grey Seer finally managed to cast again, whipping up a Howling Warpgale that was barely noticed amongst the ongoing storm - aside from Brogar the unfortunate Gyrocopter pilot, whose hat blew off. His attempt to target the Slayers with Scorch was dispelled.
The Warp Lightning Cannon yet again was unable to shoot, and the Jezzails missed the Longbeards, despite being almost within touching distance of them - this wasn't a day for marksmanship.
The Stormvermin failed to kill a single Ranger before being routed out of the building with four cooling ratmen corpses left behind. There were just eight of them left now, against seven Rangers, whose Ancestral Grudge against the Skaven, and array of weapons, was rapidly thinning their numbers.
Hailstones plummeted down on Brogar's now unprotected head as the storm intensified. The Longbeards charged the Plague Monks, who elected to hold. With visibility barely beyond their beards, both the Rangers and Thunderers failed to hit the Stormvermin - although given how few rats were now left, that was excusable.
The Plague Monks yet again couldn't get past the Longbeards, with their earlier loss of Frenzy hindering them. The Longbeards hewed seven of the filthy monks into little pieces, the Runsemith bashing a further one onto a stinking, bloody smear on the ground. The Monks fled, and the Longbeards again contemptuously turned away from them to face the Jezzails.
Turn 6
The Storm Banner finally came down as the Stormvermin banner bearer realised that waving a massive flag around was a bad idea with two units of angry, shooty Dwarves holed up nearby. The Plague Monks continued to run, deciding the Longbeards were somebody else's problem. The Rat Ogre and Packmaster, perhaps enjoying the clearing weather, managed to rally and turned to face the Thunderers. The Stormvermin yet again charged the Rangers, whose hastily thrown axes failed to find the mark. The Clanrats finally charged the Slayers - managing to get the Screaming Bell over the ruins without mishap, but losing ten Clanrats to the uneven rubble - a mere rank.
Magic was a 6 + 2, and followed a by now predictable pattern... the Bell emboldened the nearby Skaven, and the Seer failed to cast the Dreaded 13th. At least now he could enjoy watching the Slayers die-die!
The Warp Lightning Cannon took aim at the nearby Longbeards, and managed to kill one, leaving just nine of them left (plus the Runesmith). The Jezzails finished off a further two, but an explosive misfire killed one of their own, causing them to panic and flee!
In combat, the Stormvermin finally killed a Ranger, but lost five in return, leaving just the command group left for the next assault. The big combat between the Clanrats and Slayers finally happened - but impact hits were a damp squib, the single one failing to kill. The Daemon Slayer unsheathed his runic axes, and swung first to inflict two wounds on the Screaming Bell. I should note at this point that there was some confusion over challenges here, and it was probably my fault - Westy should have challenged the Daemon Slayer with his unit champion, which would have prevented the Daemon Slayer hewing away at the Bell for a turn. Anyhow, the Skaven managed a pitiful three kills in return, before losing six Clanrats. With both units Unbreakable, this fight was going all the way...
The Longbeards charged the Jezzails, who scampered off the table. The Gyrocopter pilot, Brogar, jumped in his machine, and cranked a lever to start it up. Aagh! Water in the carburetor! He kicked the cursed machine, and miraculously it started - he swiftly flew over to the flank of the Clanrats, itching to put his steam gun to work.
The Rangers took aim at the Stormvermin, and pincushioned two of them - one bolt felling the musician, and another five sticking in the standard bearer's chest - and what was that - the Stormvermin champion's knife was in his back too! No-one liked that guy! The champion, deciding that was enough for the day, fled. The Thunderers put two wounds on the Rat Ogres.
In combat, the Daemon Slayer inflicted three wounds on the Screaming Bell, the Clanrats killing five Slayers, and then losing five of their own. Things might be even in the battle of attrition, but there were far more Clanrats to be sacrificed.
Turn 7
This was it, the deciding turn! The Stormvermin champion rallied to the surprise of everyone, himself included. What was he doing?!?! The Plague Monks showed more sense, heading closer to the edge of the table. The Rag Ogre charged the Thunderers, and was riddled with lead along with his Packmaster before he could even get close.
The Screaming Bell yet again emboldened the nearby Skaven (perhaps the Stormvermin champion heard it off in the distance?), and the Grey Seer nearly burst a blood vessel with rage as he failed once more to cast the Dreaded 13th. Off in the distance, the Runesmith considered his Rune of Spellbreaking, and wondered why he'd even bothered to bring it along. If the Seer had managed to transmute the Rangers that he'd targeted, that would've been the game for the Skaven.
The Warp Lightning Cannon opted for self-preservation and aimed for the closing Longbeards. Unfortunately, the sun chose that moment to emerge through the clouds, reflecting off their glinting weapons and blinding the crew - it missed.
The big combat saw the Daemon Slayer fail to wound the Screaming Bell; four Slayers died for the loss of just three Clanrats. The Slayers were almost spent at this point, but it looked like it was too little, too late for the Skaven...
Brogar smashed his Gyrocopter into the flank of the Clanrats - if he couldn't shoot them, at least he could chop them to bits with his rotors! The Longbeards attempted to charge the Warp Lightning Cannon, but their rheumatic legs were acting up in the changeable weather, and they stopped short.
The Rangers failed to pick out the last Stormvermin, who taunted them with a rude gesture before being obliterated by the Thunderers.
In combat the Daemon Slayer hacked the Screaming Bell to kindling, the Grey Seer chittering in panic as he fell to the ground. The massed Clanrats wiped out the rest of the Slayers for the loss of just two Clanrats from Deathblow attacks, and another two from Brogar's spinning blades.
The battle drew to a close then, with 49 Clanrats and the Grey Seer locked in combat with the Daemon Slayer, and just the fleeing Plague Monks and the threatened Warp Lightning Cannon left on the field for the Skaven. With two buildings destroyed the Skaven had two victory points - but the Dwarves had two for the Watchtower, and a further one for controlling the other tower. The Dawi win!!! (Though the inhabitants of Bracliata might not feel so elated.)
I really enjoyed this game, not least because I finally beat Westy - it'd been far too long. But aside from that, it was good to play a scenario with some different challenges, and the way my force came back from the worst possible start was pleasing. After their initial panic, the Rangers did really well for me holding out against the Stormvermin - I think if the Cannon hadn't blown itself up, I would probably have lost, as the Stormvermin would've been able to overrun that tower too easily. Ancestral Grudge was a massive help with garrisoned units, as I got Hatred re-rolls each time the Stormvermin attacked. The Runesmith was also a star, with his great weapon getting him some crucial wounds. Westy was incredibly unlucky with his magic - I'm amazed I still had that Rune of Spellbreaking at the end.
Brogar watched as the horned seer fled the ruins of Bracliata, his retinue of Clanrats scampering after him. The enraged Daemon Slayer attempted to chase, but quickly gave up - he just didn't have the legs for it. Furious, he chucked an axe after the departing rats... which smashed into the Gyrocopter's Steam Gun, mangling the mechanism. As the rain began to fall again, Brogar let out a stream of curses. It just wasn't his day.
As the rain lashed down, he made his final checks - this weather was going to be hell to fly in, and he wasn't going to take any risks. Then, out of the murk behind them, a horn rang out - reinforcements? Brogar hurried out of the cockpit, only to stop in horror as he saw the approaching Slayers. Drenched in rain, they were an even more grim sight than usual. If he had any hope beforehand, it was gone now - for only one thing would bring the Slayers to battle - a foe mighty enough to be their Doom.
Westy and I played our second game with our new armies. We chose to play the Raze and Ruin scenario from p.398-9 of the BRB to liven things up, and so we weren't just lining two equal armies up to smash against each other. To summarise, I had 1,500 points of Dwarves to hold the small town (including one Watchtower) against his 2,000 points, who would arrive in the first turn. The aim was to control the most buildings at the end of the game; the Skaven would also gain victory points for destroying buildings, which had special rules allowing them to be targeted. Any unit in the watchtower benefited from being able to fire out in larger numbers, and to Stand and Shoot even when the charging unit was within its movement range.
The Armies
Dwarves (see this thread for the planning of my list)
- Daemon Slayer, Master Rune of Swiftness, Rune of Might, Rune of Parrying - 215 points
- Runesmith (General), Great Weapon, 1 Rune of Spellbreaking, Rune of Stone - 96 points
- 20 Thunderers, Musician, Standard - 260 points
- 20 Longbeards, Shields, Full Command - 260 points
- 20 Slayers, Musician, Standard - 260 points
- 10 Rangers, Musician - 150 points
- Gyrocopter - 80 points
- Cannon, Rune of Forging - 145 points
Skaven (same list as last time, as Westy didn't have time to think up another army)
- Grey Seer (general), Screaming Bell, Warpstone Tokens - 450 points
- 80 Clanrats, Spears, Shields, Full Command, Gleaming Pennant - 425 points
- 20 Stormvermin, Shields, Full Command, Storm Banner - 235 points
- 20 Plague Monks, Full Command, Razor Standard - 210 points
- 3 Warplock Jezzails, Champion - 70 points
- Warp Lightning Cannon - 90 points
- Doomwheel - 150 points
- 2 Rat Swarms - 50 points
- 3 Rat Ogres, 1 Packmaster - 128 points
- 5 Poisoned Wind Globadiers - 88 points
- 1 Warpfire Thrower - 70 points
- 1 Poisoned Wind Mortar - 65 points
Terrain
We decided that the stables and house to the left could not be garrisoned. For narrative reasons, this was because the human villagers were all cowering in them; for gameplay reasons it was so that my entire army didn't just camp in buildings, which would have been dull for both of us. The octagonal tower (in the middle) is "the" Watchtower for the purposes of the scenario; the Dreadstone Blight was treated as just a standard building that could be garrisoned. None of the other terrain had special rules beyond the standard ones.
Deployment
All my forces had to set up first, and I needed to keep half my units within 6" of my board edge; the other half just within my half of the table (the map isn't quite to scale; I think the Dreadstone Blight the cannon was in was actually just 6" away from the table edge). I figured the Thunderers were the best unit to make use of the Watchtower, while the cannon would enjoy the best line of sight if in the Dreadstone Blight. I kept my Slayers back so I could pick a target for them.
The Grey Seer then rolled for spells and got Howling Warpgale, Scorch, Cracks Call and The Dreaded Thirteenth.
Turn 1
All the Skaven forces moved onto the battlefield (for some reason the arrows aren't showing in the map). Westy chose not to put the Screaming Bell in the middle, as that might have just blown all the buildings up when it was rang, which would have taken a lot of fun out of the game. Instead, the Doomwheel went front and centre, intending to do to the Longbeards what it had done in our last battle.
The Grey Seer tried to cast Howling Warpgale, which I managed to dispel, but then successfully cast Scorch on the Longbeards - which I chose not to use my Rune of Spellbreaking on, reasoning that it'd be more valuable against the Dreaded 13th. Three Longbeards were killed, and the spell forced them to take a Panic test... which they promptly failed!!! Aaaagh! Just like the last battle, I was proving incapable of passing those crucial Leadership tests. Elsewhere, the Doomwheel Zzzzapped a few wounds off the Rat Swarms.
My Longbeards thankfully rallied, perhaps having caught the baleful glares of the Slayers, who pushed up behind them. The Gyrocopter moved across my backfield, trying to hide from the Warp Lightning Cannon and thinking of burning a few Stormvermin.
The Cannon took aim at the Doomwheel, determined to put it down before it could cause havoc in my lines. I promptly rolled a misfire... re-rolled it... and got the same again. I then rolled on the misfire table and got a 1! It had blown itself up first turn! So much for the reliability of Dwarven engineering. The nearby Rangers, showered in bits of masonry and body parts, panicked and fled, two of their number (not marked on the map) managing to take themselves out of the battle by running face first into the walls of the tower. Brogar, piloting the Gyrocopter, was made of sterner stuff, and held fast.
The Thunderers took aim at the Doomwheel closing in on their comrades, and failed to cause a single wound. At this point, the battle was going terribly for me - the Longbeards had lost their defensive position behind the barricade, my one warmachine was gone, and the Rangers were fleeing and out of position.
Turn 2
The Skaven forces advanced again, expecting it not to be long before they mopped up this pitiful pawful of Dwarves. The Doomwheel failed to reach the Longbeards, leaving it exposed for next turn. Screaming Bell tolled with a wall of unholy sound, the nearby cottage and stables collapsing on the screaming peasants. With two buildings down, the Dwarves would have to hold onto both of the remaining ones for any chance of victory!
The Grey Seer chittered with delight and gathered fell magicks about him - targeting one of the nearby units of Dawi, he prepared to cast the Dreaded 13th... yet the winds of magic were fickle today, and he failed to cast The mage lost his concentration and instead lashed out in frustration, clubbing several snickering clanrats with the butt of his staff, and exhorting them to push faster.
The artillery lined up its targets, and the Doomwheel took out two Thunderers, with another two killed by the Poisoned Wind Mortar. The Warp Lightning Cannon reduced two Longbeards to piles of smouldering ash.
With a great roll of thunder, the Stormvermin raised the Storm Banner, the Gyrocopter now grounded. The nearby Rangers, shocked to their senses by the cursing of the Brogar the Gyrocopter pilot, rallied and pivoted to face the action again. The Longbeards, realising it was charge or be charged, took the sensible option and charged the Doomwheel. The Slayers pivoted, with the destruction of the buildings now leaving the left flank of the Dwarves exposed.
The Thunderers took aim at the Rat Ogres, wounding one of the hulking creatures badly (the map incorrectly shows one as killed). In combat, the Longbeards lost one of their number to the rolling Doomwheel, before smashing back to cause one wound themselves, and a further two from the Runesmith's great weapon. The Doomwheel engineer, realising his chances to be slim, performed an incredible on-the-spot pivot and fled back the direction he'd came. I chose to pursue with the Longbeards - it was a rash decision that left their flanks exposed, but I desperately wanted to try to run the Doomwheel down; unfortunately the wheel was just too fast.
Turn 3
The skies remained black as the Storm Banner stayed up, and the Doomwheel engineer sensibly decided this was not a safe day for driving, spinning his contraption off the battlefield. The Rat Ogres, enraged by the hail of lead coming their way, charged the flank of the Longbeards; elsewhere the Rat Swarms charged the Thunderers in the tower - the gloom saving them from being shot as they charged. The Stormvermin and Plague Monks wheeled inwards, and the Clanrats and Screaming Bell made it over the fence without mishap.
The Bell clanged again, the nearby rats emboldened by its unholy peals. The Grey Seer puffed himself up and attempted to cast Howling Warpgale - but failed dismally on snake eyes, the magic phase over before it had begun.
With terrible conditions hampering shooting, the Jezzails missed the Slayers, the Warp Lightning Cannon failed to even pick a target out of the murk, and the Poisoned Wind Mortar had chosen to advance.
In combat, the Runesmith took the risk of barging to the side of his unit, hoping to smite a Rat Ogre with his massive runic staff. The Rat Ogres crushed four of the Longbeards; in return the Longbeards and Runesmith inflicted two wounds, killing one of the massive beasts (the one incorrectly shown on the map as having been killed in my last turn). Perhaps surprised at this loss, the remaining two Rat Ogres completely forgot to stomp the little Dwarves hacking at their ankles. Despite losing combat by 2, the Steadfast Longbeards held in place - though failed their test to reform and face the Rat Ogres.
In the tower, the Rat Swarms managed to drag one Thunderer down under the vermintide, before being squished to pieces and scattered as the enraged Dwarves struck back.
Lightning struck the ruined tower as the Storm Banner remained active, but this failed to dissuade the hardy Rangers, who advanced to garrison it. The furious Gyrocopter pilot swore at them, as he was left alone to try to push his grounded vehicle through the mud. The Slayers repositioned again to face the oncoming Clanrats, the determined Daemon Slayer holding them in place despite their desire to charge headlong towards their doom.
Ignoring the foul weather around them, the Thunderers picked out the approaching Warpfire Thrower, riddling it with shot before it exploded in a gout of flame. The Mortar crew nearby panicked and ran, though the Stormvermin were made of sturdier stuff.
In combat, the Rat Ogres crushed two Longbeards, who failed to wound in return - but the Runesmith inflicted two wounds, resulting in a narrow win for the veteran Dwarves. The remaining Rat Ogre and packmaster turned tail and fled, the Longbeards restraining and turning to face the oncoming Plague Monks.
I was much happier with how things were going at this point - it still seemed likely that I'd lose, but at least it would not be a complete rout. I still had three large combat blocks closing in, and the Storm Banner was hampering my shooting.
Turn 4
Bad weather was the order of the day, as the Storm Banner continued to remain in effect - this was hampering the Skaven shooting as much as mine by this point. The Poisoned Wind Mortar and Rat Ogres continued to flee, the Mortar disappearing off the battlefield.
The Stormvermin charged the tower with the Rangers in, who managed to shoot just a single one down. The Plague Monks charged the Longbeards, who held fast. The Clanrats continued to close on the Slayers, managing not to lose any of their numbers to the shifting rubble of the cottage.
Magic looked like it would finally have an effect with a 5 + 3 rolled. The Bell rang out again emboldening the nearby rats, but also causing a magical backlash that boiled five of the Clanrats alive. The Grey Seer attempted to cast Howling Warpgale, perhaps figuring that the weather wasn't bad enough already - but this was dispelled. This should have been the end of his magic phase, but we forgot that a dispelled spell would prevent that wizard casting further - Westy then tried to cast the Dreaded 13th, and failed to meet the value. Regardless, it just wasn't working out for the Grey Seer.
The Warp Lightning Cannon finally picked out a target in the distance, spotting the bright orange hair of the Slayers. Unfortunately, the temperamental contraption overshot and failed to wound. The Jezzails followed suit, and the Poisoned Wind Globadiers showed uncharacteristic chivalry by declining to take the risk of hitting their fellow rats in combat, leaving the Longbeards be.
They came to rue this decision as the Plague Monks failed to inflict a single wound on the Longbeards - who chopped down four in return, with the heroic Runesmith accounting for a further two. The foul Monks fled, the Longbeards successfully restraining and reforming to face the Globadiers rather than chase after such an unpleasant stench.
The Stormvermin found the Rangers a much tougher opponent than anticipated, killing just one for the loss of four of their number. They backed away from the building, gathering courage before they attempted another attack.
It should go without saying that the Storm Banner remained in effect. The Longbeards charged the Globadiers whose pathetic attempt to Stand and Shoot failed to kill any of the Dwarves, whilst one of their number craftily cracked a globe over a rival's skull, killing him off.
The Slayers and Gyrocopter continued their shuffling, the former expecting to take a charge as soon as the Clanrats gathered their courage. The Rangers and Thunderers took aim at the Stormvermin, killing off just a couple of them, as the abysmal weather continued to hamper visibility.
Combat was swift and brutal, the four Globadiers wiped out without loss for the Longbeards, who reformed to face the fleeing Plague Monks.
Turn 5
To the frustration of the Skaven artillery, the Stormvermin banner bearer continued to proudly wave the Storm Banner about in the air. The remaining Rat Ogre and Packmaster kept on running, however the Plague Monks decided to have another go at the Longbeards and rallied, turning about to face the elderly Dwarves.
The Stormvermin charged the Rangers yet again, losing one to a thrown axe. Westy ummed and ahhed over charging with the Clanrats, but chose not to risk what would be an almighty number of dangerous terrain tests over the ruined buildings, which could've also marked the end of the Screaming Bell.
Magic saw a dismal 2 + 2 rolled; the Bell yet again emboldened the nearby Skaven. The Grey Seer finally managed to cast again, whipping up a Howling Warpgale that was barely noticed amongst the ongoing storm - aside from Brogar the unfortunate Gyrocopter pilot, whose hat blew off. His attempt to target the Slayers with Scorch was dispelled.
The Warp Lightning Cannon yet again was unable to shoot, and the Jezzails missed the Longbeards, despite being almost within touching distance of them - this wasn't a day for marksmanship.
The Stormvermin failed to kill a single Ranger before being routed out of the building with four cooling ratmen corpses left behind. There were just eight of them left now, against seven Rangers, whose Ancestral Grudge against the Skaven, and array of weapons, was rapidly thinning their numbers.
Hailstones plummeted down on Brogar's now unprotected head as the storm intensified. The Longbeards charged the Plague Monks, who elected to hold. With visibility barely beyond their beards, both the Rangers and Thunderers failed to hit the Stormvermin - although given how few rats were now left, that was excusable.
The Plague Monks yet again couldn't get past the Longbeards, with their earlier loss of Frenzy hindering them. The Longbeards hewed seven of the filthy monks into little pieces, the Runsemith bashing a further one onto a stinking, bloody smear on the ground. The Monks fled, and the Longbeards again contemptuously turned away from them to face the Jezzails.
Turn 6
The Storm Banner finally came down as the Stormvermin banner bearer realised that waving a massive flag around was a bad idea with two units of angry, shooty Dwarves holed up nearby. The Plague Monks continued to run, deciding the Longbeards were somebody else's problem. The Rat Ogre and Packmaster, perhaps enjoying the clearing weather, managed to rally and turned to face the Thunderers. The Stormvermin yet again charged the Rangers, whose hastily thrown axes failed to find the mark. The Clanrats finally charged the Slayers - managing to get the Screaming Bell over the ruins without mishap, but losing ten Clanrats to the uneven rubble - a mere rank.
Magic was a 6 + 2, and followed a by now predictable pattern... the Bell emboldened the nearby Skaven, and the Seer failed to cast the Dreaded 13th. At least now he could enjoy watching the Slayers die-die!
The Warp Lightning Cannon took aim at the nearby Longbeards, and managed to kill one, leaving just nine of them left (plus the Runesmith). The Jezzails finished off a further two, but an explosive misfire killed one of their own, causing them to panic and flee!
In combat, the Stormvermin finally killed a Ranger, but lost five in return, leaving just the command group left for the next assault. The big combat between the Clanrats and Slayers finally happened - but impact hits were a damp squib, the single one failing to kill. The Daemon Slayer unsheathed his runic axes, and swung first to inflict two wounds on the Screaming Bell. I should note at this point that there was some confusion over challenges here, and it was probably my fault - Westy should have challenged the Daemon Slayer with his unit champion, which would have prevented the Daemon Slayer hewing away at the Bell for a turn. Anyhow, the Skaven managed a pitiful three kills in return, before losing six Clanrats. With both units Unbreakable, this fight was going all the way...
The Longbeards charged the Jezzails, who scampered off the table. The Gyrocopter pilot, Brogar, jumped in his machine, and cranked a lever to start it up. Aagh! Water in the carburetor! He kicked the cursed machine, and miraculously it started - he swiftly flew over to the flank of the Clanrats, itching to put his steam gun to work.
The Rangers took aim at the Stormvermin, and pincushioned two of them - one bolt felling the musician, and another five sticking in the standard bearer's chest - and what was that - the Stormvermin champion's knife was in his back too! No-one liked that guy! The champion, deciding that was enough for the day, fled. The Thunderers put two wounds on the Rat Ogres.
In combat, the Daemon Slayer inflicted three wounds on the Screaming Bell, the Clanrats killing five Slayers, and then losing five of their own. Things might be even in the battle of attrition, but there were far more Clanrats to be sacrificed.
Turn 7
This was it, the deciding turn! The Stormvermin champion rallied to the surprise of everyone, himself included. What was he doing?!?! The Plague Monks showed more sense, heading closer to the edge of the table. The Rag Ogre charged the Thunderers, and was riddled with lead along with his Packmaster before he could even get close.
The Screaming Bell yet again emboldened the nearby Skaven (perhaps the Stormvermin champion heard it off in the distance?), and the Grey Seer nearly burst a blood vessel with rage as he failed once more to cast the Dreaded 13th. Off in the distance, the Runesmith considered his Rune of Spellbreaking, and wondered why he'd even bothered to bring it along. If the Seer had managed to transmute the Rangers that he'd targeted, that would've been the game for the Skaven.
The Warp Lightning Cannon opted for self-preservation and aimed for the closing Longbeards. Unfortunately, the sun chose that moment to emerge through the clouds, reflecting off their glinting weapons and blinding the crew - it missed.
The big combat saw the Daemon Slayer fail to wound the Screaming Bell; four Slayers died for the loss of just three Clanrats. The Slayers were almost spent at this point, but it looked like it was too little, too late for the Skaven...
Brogar smashed his Gyrocopter into the flank of the Clanrats - if he couldn't shoot them, at least he could chop them to bits with his rotors! The Longbeards attempted to charge the Warp Lightning Cannon, but their rheumatic legs were acting up in the changeable weather, and they stopped short.
The Rangers failed to pick out the last Stormvermin, who taunted them with a rude gesture before being obliterated by the Thunderers.
In combat the Daemon Slayer hacked the Screaming Bell to kindling, the Grey Seer chittering in panic as he fell to the ground. The massed Clanrats wiped out the rest of the Slayers for the loss of just two Clanrats from Deathblow attacks, and another two from Brogar's spinning blades.
The battle drew to a close then, with 49 Clanrats and the Grey Seer locked in combat with the Daemon Slayer, and just the fleeing Plague Monks and the threatened Warp Lightning Cannon left on the field for the Skaven. With two buildings destroyed the Skaven had two victory points - but the Dwarves had two for the Watchtower, and a further one for controlling the other tower. The Dawi win!!! (Though the inhabitants of Bracliata might not feel so elated.)
I really enjoyed this game, not least because I finally beat Westy - it'd been far too long. But aside from that, it was good to play a scenario with some different challenges, and the way my force came back from the worst possible start was pleasing. After their initial panic, the Rangers did really well for me holding out against the Stormvermin - I think if the Cannon hadn't blown itself up, I would probably have lost, as the Stormvermin would've been able to overrun that tower too easily. Ancestral Grudge was a massive help with garrisoned units, as I got Hatred re-rolls each time the Stormvermin attacked. The Runesmith was also a star, with his great weapon getting him some crucial wounds. Westy was incredibly unlucky with his magic - I'm amazed I still had that Rune of Spellbreaking at the end.
Brogar watched as the horned seer fled the ruins of Bracliata, his retinue of Clanrats scampering after him. The enraged Daemon Slayer attempted to chase, but quickly gave up - he just didn't have the legs for it. Furious, he chucked an axe after the departing rats... which smashed into the Gyrocopter's Steam Gun, mangling the mechanism. As the rain began to fall again, Brogar let out a stream of curses. It just wasn't his day.