|
Post by baaderthegreat on Jan 21, 2022 13:04:31 GMT
This Sunday, we will play 2600 points Skaven vs. Night Goblins inside a huge underground cave (using the underground battle rules from Blood in the Badlands).
Still two days to go, but here are some impressions of the battlefield:
A small Night Goblin settlement. Counts as a multipart building.
This is the entrance to old Dwarf tunnels, long overrun by Skaven. This is how the Ratmen got into the cave where the battle takes place. In the game it serves as another multipart building.
This is "difficult underground terrain". It treated like a forest, but only swarms will benefit from soft cover there. During the game, the terrain elements can be rearranged like the trees of a forest.
To be continued...
|
|
|
Post by baaderthegreat on Jan 21, 2022 19:17:09 GMT
And here's a look at the Night Goblin "royalty":
Skarsnik and Gobbla (the general, of course) and the BSB
From left to right: Level 4 Great Shaman, Level 1 Shaman, Big Boss with two hand weapons, Big Boss with Basha's Axe (or Blade?) of Stunty Smashin', Level 1 Shaman on Arabyan Carpet (I mean, of course, on an infernal flying machine made by the Chaos Dwarfs and given to the Night Goblins as a payment for slaves)
They are mean, they are cunning, and they will beat the Skaven this Sunday!
To be continued...
|
|
|
Post by Naitsabes on Jan 21, 2022 19:55:39 GMT
very cool. That is some neat terrain. and I like the royalty shots with the dark cave background.
|
|
|
Post by baaderthegreat on Jan 22, 2022 9:18:57 GMT
Thanks!
And some rules explanations...
Underground rules from Blood in the Badlands means: - Maximum range for shooting and spells is 24 inch. - More than 6 inch = long range. - Cavalry, Monstrous Cavalry and Flyers have to test for dangerous terrain when marching, charging, fleeing etc. - There is a chance that there are neutral Trolls and Squigs on the battlefield.
Night Goblin Army Skaven armies are (most times) stronger than Orcs and Goblins. And it gets even worse if you restrict yourself to a Night Goblin army. Therefore we will use the Night Goblin army rules that can be found on page 119 of Tamurkhan Throne of Chaos and that has a little (or colossal?) advantage for the Gobbos: - An Orcs and Goblins army is classified as a Night Goblin army if the general is a Night Goblin character and if the minimum core units are made up of Night Goblins. - Such a Night Goblin army gets one Colossal Squig per full 1000 army points for free.
So Skarsnik's army will have two Colossal Squigs!
To be continued...
|
|
|
Post by baaderthegreat on Jan 23, 2022 9:09:24 GMT
The game will begin in less than two hours.
Here is my list:
LORDS
- Skarsnik and Gobbla 275
- 1 Night Goblin Great Shaman Level 4 with Earthing Rod and Talisman of Preservation 245
520
HEROES
- 1 Night Goblin Shaman Level 1 with Dispel Scroll 75
- 1 Night Goblin Shaman Level 1 with Arabyan Carpet 100
- 1 Night Goblin Big Boss BSB with Standard of Discipline, Light Armour and Shield 74
- 1 Night Goblin Big Boss mit Basha's Axe of Stunty Smashin', Light Armour and Shield 84
- 1 Night Goblin Big Boss with Additional Hand Weapon, Light Armour and Ironcurse Icon 39
- 1 Black Orc Big Boss with Shield 92
- 1 Black Orc Big Boss with Shield 92
- 1 Night Goblin Big Boss on Great Cave Squig with Light Armour, Spear and Enchanted Shield 89
645
CORE
- 98 Night Goblins (Full Command) with Spears, Netters and 1 Fanatic 394
- 26 Night Goblins (Full Command) with Netters and 3 Fanatics 228
- 20 Night Goblins with a Musician and Bows 70
692
SPECIAL
- 6 Night Goblin Squig Hoppers 72
- 1 Troll 35
- 1 Troll 35
- Night Goblin Squig Herd with 10 Squigs and 6 Herders 98
240
RARE
- 1 Squig Gobba with 4 additional Handlers 132
- 1 Doom Diver Catapult 80
- 5 Stone Trolls 225
- 1 Mangler Squig 65
502
FREE UNITS
- 1 Colossal Squig
- 1 Colossal Squig
TOTAL 2599
Here they are... ready to strike and, if necessary, to run away...
|
|
|
Post by baaderthegreat on Jan 23, 2022 12:24:01 GMT
DEPLOYMENT FINISHED!
Things that happened before the start of the game: - Thanks to Skarsnik, these unit didn't arrive in time: 3 Rat Ogres; 34 Storm Vermin with Doom-Flayer; 39 Clan Rats with Ratling Gun and Screaming Bell with Grey Seer - Skavenbrew roll for a Clan Rat unit shows a 6, so they will lose D6 models each turn - No wild Squigs and Trolls in the cave
Turn 1 is about to start!
|
|
|
Post by baaderthegreat on Jan 23, 2022 19:27:48 GMT
We just finished the game, and I am really exhausted. Not sure when I will post the first turn...
|
|
|
Post by baaderthegreat on Jan 23, 2022 19:48:28 GMT
Okay, now I am sure. Here is turn 1.
Before the game, some vanguard movement by Skaven Night Runners.
Turn 1 Skaven Rat Ogres in the „tunnel building“ test for Frenzy, they need to roll a 5 or less and... they roll a 5. They leave the building anyway. Lots of units move forward. Skavenbrew kills 3 Clan Rats. The three units whose arrival was delayed by Skarsnik enter the cave. Giant Rats enter he difficult underground terrain and realize that it is a fungus „forest“. In the magic phase, no spells (nothing is in range), but a 6 is rolled for the Screaming Bell. Several Night Runner units shoot, killing 1 Squig Hopper and putting 1 wound on the Doom Diver Catapult. The Plagueclaw Catapult tries to hit the big Night Goblin unit (together with characters, 100 models), but hits the smaller Night Goblin unit containing Skarsnik instead, killing 4 models.
Turn 1 Night Goblins All Animosity and Stupidity tests are passed. Both Colossal Squigs roll very high for their movement, charging into a unit of Giant Rats and a unit of Night Runners, respectively. Both of these units fail their terror tests and flee. The Mangler Squig tries to hold its position by moving towards the table edge (which means that it wouldn't move at all) – and, of course, takes 1 wound by failing the dangerous terrain test. Lots of other units move forward. In the magic phase, I try to cast Gift of the Spider-god with 5 dice and roll extremely high, but the Skaven dispel it with 3 dice (irresistable force). Squig Gobba table shows no result, the Doom Diver Catapult and the Night Goblin Bowmen kill a total of 2 Night Runners combined.
|
|
|
Post by baaderthegreat on Jan 23, 2022 20:09:58 GMT
Here we go...
Turn 2 Skaven The Giant Rats in the „Fungus Forest“ fail their stupidity test and move a few inch forward. Night Runners and other Giants Rats successfully charge into the Doom Diver Catapult, the Storm Vermin unit charges one of the Colossal Squigs. The fleeing Night Runners don’t rally, continue their flight and get in the way of the Rat Ogres. The fleeing Giant Rats, however, rally. Again, many units move forward. Skavenbrew kills 1 model. Screaming Bell roll results in the bell casting Scorch at the huge Night Goblin unit, killing 16 models. The Grey Seer casts Warp Lightning, but I use the Dispel Scroll. The Plagueclaw Catapult scores a direct hit against the big Night Goblin unit (45 models under the template!), killing 12 (3 were saved by the Ironcurse Icon). The Warpfire Thrower shoots at the Trolls, causing 7 wounds. Close combat: Deathmaster Snikch reveals himself in the Stormvermin unit. However, neither Snikch nor the Storm Vermin are able to wound the Colossal Squig. The Squig kills 7 Storm Vermin, but they pass their break test. Then, in another combat, the Night Runners kill the Doom Diver Catapult.
Turn 2 Night Goblins The big Night Goblin regiment fails its animosity test, the Black Orc Big Boss there kills two Goblins and restores order. A Night Goblin Big Boss from that unit leaves the unit in order to charge a „rat dart“ that blocks the way. 3 Stone Trolls charge another „rat dart“. One of the Colossal Squigs charges into the flank of the Storm Vermin that are in combat with the other Colossal Squig. Some movement by other units. One Fanatic is released without touching anyhing (we forgot to do that when it should have happened and corrected it somewhat later). In the magic phase, Skarsnik casts his bound spell agaist a unit of three Rat Ogres, but it is dispelled. The flying Night Goblin Shaman casts Vindictive Glare against the third „rat dart“, killing two models. The Great Shaman cast Gift of the Spider-god on the archers in the building and Gork'll Fix It on the Night Runners. However, this spell is wasted, because in the shooting phase the Squig Gobba kills this entire unit. The Night Goblin archers (with poison) kill two Giant Rats. In close combat, the Night Goblin Big Boss kills three Giant Rats and eliminates the rest of the unit when it flees. The three Stone Trolls kill all of the Giant Rat unit without losses. Then, Snikch and the Storm Vermin put 3 wounds on one of the Colossal Squigs and lose 5 models in return. The Squigs lose combat by 1 (thanks to the musician), both Squigs break and one of them flees off the board.
|
|
|
Post by baaderthegreat on Jan 23, 2022 22:05:19 GMT
Turn 3 SkavenOne of the "rat darts" charges the surviving Colossal Squig who continues to flee. It moves through a lonely Shaman who joins the flight. The Storm Vermin with Snikch charge the lonely Night Goblin Big Boss. The Doomflayer charges the Squig Hoppers (including a Big Boss on Great Cave Squig). The Clan Rats that are affected by Skavenbrew charge the same Squig Hopper unit AND a single Troll, thereby killing a Fanatic (and losing 7 models in return). They also trigger 3 Fanatics from Skarsnik’s Night Goblin unit. Two oft hem kill one another, the third one doesn’t get to the Skaven unit. Three Rat Ogres charge three Stone Trolls. The rat dart in the „forest“ is stupid. The Night Runners don’t rally and flee off the board. Skavenbrew kills 4 Clan Rats. On the Screaming Bell table a 11 is rolled, but there is no building or Tougness 7 unit close enough to be affected. The Grey Seer casts Vermintide, and it kills the flying Night Goblin Shaman, puts 2 wounds on a single Troll and kill one of his own units (3 Giant Rats and 1 Packmaster). Then the Grey Seer casts Warp Lightning against the Squig Gobba, wounding it once and killing two handlers. This was a miscast, however, and he rolls a 5, killing four Clan Rats. Then the Grey Seer uses Warpstone Tokens (which puts a wound on him) to cast Wither on the Stone Trolls. The Ratling Gun shoots at the Squig Herd, killing three Squigs. The Plagueclaw Catapult scores another direct hit against the big Night Goblin block (again, 45 models under the template), killing 9 models. Combat phase: Snikch kills the lonely Night Goblin Big Boss effortless in a challenge. Then, big battle between the Doomflayer, the Skaven BSB, another Skaven hero and the „Skavenbrew Clan Rats“ on one side and the Squig Hoppers, the Big Boss on Great Cave Squig and a single Troll on the other side. When the dust settles, 4 Clanrats and the Doomflayer are gone, 5 Squig Hoppers are dead and the Troll got wounded once. The killing of some of these models resulted in the Big Boss on the Great Cave Squig being no part of that combat any more. The Troll fails his break test and is killed when he flees. The Clan Rats overrun into the big Night Goblin regiment. The three Rat Ogres with one Packmaster score 4 wounds against the three Stone Trolls and get 2 wounds in return. The Trolls break and are run down by their pursuers.
Turn 3 Night GoblinsAll animosity and stupidity tests are passed. The Squig Herd charges another rat dart. Skarsnik’s unit charges the three Rat Ogres. The Big Boss on the Great Cave Squig charges into the flank of the Warpfire Thrower. The Mangler Squig moves through my own big Night Goblin unit, through the Clan Rats and the Stormvermin. It kills 8 Goblins, 8 Klanrats and 4 Storm Vermin. The fleeing Colossal Squig flees off the board. The Great Shaman and his archers in the Night Goblin settlement move from the upper part of the „multipart building“ into the lower part. In the magic phase, the Great Shaman casts Gift oft he Spider-god on his archers and Itchy Nuisance and Gork'll Fix It on the Rat Ogres. In the shooting phase, the archers kill 1 Giant Rat (causing the unit to flee) and the Squig Gobba does nothing. Close Combat: The Squig Herd kills all the Rats without any losses of their own and overruns into the second Rat Ogre unit. The Big Boss on the Great Cave Squig kills the Warpfire Thrower. The big Night Goblin unit wins the combat against the Clan Rats, they flee (thereby losing the Skaven BSB!) through the Mangler Squig that kills the rest of the unit (and dies by doing so - did we play that right?). Skarsnik and his unit loses two Goblins, but kill two Rat Ogres. The Rat Ogres break, but I choose not to pursue.
|
|
|
Post by baaderthegreat on Jan 24, 2022 7:04:46 GMT
Turn 4 SkavenNo charges. The Grey Seer casts Wither but it is dispelled. He then casts Vermintide which kills a Fanatic, the last single Troll and 4 Night Goblins in Skarsnik’s unit. The Screaming Bell table result is 17, this allows the Storm Vermin to move immediatly, but they roll a 1 on D6, so only 1 inch. The Plagueclaw Catapult misses completely. The Rattling Gun team kills themselves by rolling a misfire. Close Combat: The Rat Ogres fighting the Squig Herd are boosted by the Screaming Bell result. They kill all 7 Squigs and leave only the Herders alive. The Herders put 1 wound on a Rat Ogre. After that, the Squig Herd breaks and is eliminated. Turn 4 Night GoblinsThe Big Boss on Great Cave Squig charges into the Plagueclaw Catapult. The Great Shaman and his archers leave the Night Goblin settlement. The single Level 1 Shaman rallies. Some minor movement. In the Magic Phase, the Shaman casts Curse of da bad Moon but he kills himself by doing so (1 wound from eating the wrong kind of mushroom, 1 wound from the miscast). I roll too low for the movement, so the vortex doesn’t get the Stormvermin. The Squig Gobba kills 8 Clan Rats in the Grey Seer’s unit. Close Combat: The Big Boss and his Cave Squig kill the Plagueclaw Catapult (but he gets 1 wound from Dangerous Terrain [monstrous cavalry unit charging underground]).
|
|
|
Post by baaderthegreat on Jan 24, 2022 8:10:26 GMT
Turn 5 SkavenSnikch and the Stormvermin charge into the big Night Goblin unit. The fleeing Giant Rats rally. The Screaming Bell table result is 12 (but there are no buildings and Toughness 7 units nearby). The Grey Seer casts Wither, but I dispel it with irresistable force. He then casts Vermintide, hitting both Night Goblin units. The big regiment loses 3 models, Skarsnik’s unit loses 2 models. The Bad Moon Vortex moves through the Rat Ogres and kills the Packmaster. Close Combat (Big Night Goblin unit vs. Snikch’s Storm Vermin): I net myself! The Black Orc Boss issues a challenge, the Skaven unit champion accepts. The Black Orc kills the champion (no overkill). 4 other Storm Vermin die as well as 12 Night Goblins. The Skaven win, but the Night Goblins are steadfast and in Skarsnik's leadership bubble - they don’t break. Turn 5 Night GoblinsThe Night Goblin archers fail their animosity test, and since this unit contains my only wizard, nothing happens in the magic phase (other than the vortex moving around a little bit.... I forgot that I could have tried to use Skarsnik's bound spell that turn). The Black Orc Big Boss leaves Skarsnik’s unit in order to block the Grey Seer’s unit. Skarsnik's unit turns around and moves away. Nothing happens in the shooting phase. Combat Phase: the big combat again, 3 Night Goblins and no Storm Vermin die. Night Goblins pass their break test again.
Turn 6 Skaven The Grey Seer, the Screaming Bell and his Clan Rat unit charge the Black Orc Big Boss who left his unit last turn. The Rat Ogres without their Packmaster are stupid and stumble a few inch forward. The last rat dart charges the big Night Goblin unit in the back. The Screaming Bell result is 5 (who cares). The Grey Seer casts Wither on the Big Night Goblin unit, then he casts Warp Lightning, but rolls a 1 (so he hits himself, but he isn't wounded). Close Combat: Big fight… Skickch kills the Black Orc Big Boss (with 1 overkill), 7 Night Goblins are killed by the Storm Vermin, but only 2 Storm Vermin die by the hands of the Night Goblins. The Gobbos are no longer steadfast and break but are run down. In the other close combat, the second Black Orc Big Boss is killed by the Screaming Bell's impact hits. The Skaven overrun, but don't get anywhere.
Turn 6 Night Goblins Again, the archers unit and the Great Shaman fail their animosity test (again, a meager magic phase for me). Then something surprising happens... the Squig Gobba rolls a 1 (he has to test if there is an enemy unit within 8 inch during my movement phase), breaks free and charges into the Grey Seer’s unit! Skarnsik casts his bound spell and put 1 wound on a Rat Ogre. Close combat: The Squig Gobba is wounded once by the Rat Ogre, but then the Squig Gobba kills 10 Clan Rats. No break test for the Skaven, however, since they have the Screaming Bell.
So... who is the winner? By the way, we use a house rule that you get half the victory points if you reduce a unit to half its models or less.
Victory points: Skaven 1781 to Night Goblins 1436,5.
A Skaven victory!
|
|
|
Post by FvonSigmaringen on Jan 24, 2022 21:24:19 GMT
Very much an interesting scenario. As an Attorney-at-RAW, one error that struck me was that against an effective charge of the Giant Squigs (being Random Movers). the target can only hold, since it cannot declare any charge reaction. This supersedes the "Terror" rules, because RM do not declare charges (as I need to keep pointing out on other issues as well).
|
|
|
Post by baaderthegreat on Jan 24, 2022 21:49:03 GMT
In earlier games, I always played it the same way as you describe it. That's how I understood it.
But before this game, I reread the random movement rules, and to my surprise, there it says that says that the target cannot declare a charge reaction, with the exception of units that are already fleeing and units failing a terror test - they have to declare flee.
|
|
|
Post by FvonSigmaringen on Jan 24, 2022 22:00:43 GMT
Not so. That is not part of the 8th edition official rules (I know this not just as a Attorney-at-RAW, but also as an Empire player, because it applies to the Steam Tank as well).
BRB p. 74: Charge reactions cannot be declared against enemies with the Random Movement special rule — the enemy find it impossible to recognise the danger until it is far too late!
|
|