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Post by frozenfood on May 30, 2016 16:55:38 GMT
Good story, great pictures, want more :-)
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Post by Naitsabes on May 31, 2016 6:10:36 GMT
Glorious battle! looking forward to the next installment.
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Post by Anton on May 31, 2016 7:59:12 GMT
Turn 2: AllianceWe started our second turn by rolling for the Storm Banner and our alliance. The storm raged on and the alliance started to deteriorate. I then moved on to my 13 start of turn tests. This turn things got worse as a small rebellion broke out in the ranks. Not one, but two mobs decided this was a good time to attack Skarsnik’s own Crooked Moon gigamob. By the time order was restored, 13 Night Goblins lay dead. More importantly, those three units would not be moving this turn. On my left, I charged Mother into a unit of Irondrakes. Better get her in combat as soon as possible as I couldn’t count on the Storm Banner protecting her from the Cannons next turn. On my right, not much happened as Heinz the Colossal Squig was one inch short of reaching the tower and the Squig Hoppers didn’t roll high enough to make contact either. I moved the Squig Herd out of the Watchtower, knowing I could garrison it with some less important Night Goblin mob later. Rocky the Great Idol rallied behind the reassuring masses of Night Goblins. Now I just had to manoeuvre him back into the fight without charging my own units by mistake. The Clanrats flanked the Rangers who had driven off the Doomwheel, while the wheel itself managed to rally. A somewhat blurry overview of the relief force. You can see how the leading unit of Ironbreakers has suffered heavily from shooting, but the Abomination didn’t quite reach their flank. Behind them are Thorgrim and his 50 gold-armoured Hammerers. On the other side of the battlefield, the Verminlord charged the Longbeards while the Clanrats pushing the Screaming Bell failed their charge against a unit of Marksmen led by Josef Bugman. The Grey Seers and Verminlord put the Dwarfs through another tough magic phase, drawing out two Runes of Spellbreaking. Our shooting was largely stopped by the storm, but one Spear Chukka managed to hit on an 8+ and kill 5 Ironbreakers with a flanking shot. The Verminlord killed a number of Longbeards, but couldn’t break them. Likewise, the flanked Rangers held against the Clanrats and the Irondrakes held against Mother, who decided to Grind the Bones of one of their number. While horrible to behold for his kinsmen, it meant her attack could only kill one model. Turn 2: DwarfsTo our great relief, the Dwarfs also failed to stop the effects of the Storm Banner. Belegar’s Dwarfs largely stayed in place, his grounded Gyrocopters sheltering behind a house while I show my brother how to roll high distances for my Fanatics. Fafnir’s bane. The lone Dragon Slayer tried to charge the Night Goblins in front of him, but came to a quick end as a huge iron ball crushed his skull. A large unit of Clansmen also charged the Hell Pit Abomination in the flank while Thorgrim’s Hammerers and Ironbreakers kept marching towards the Keep as fast as their short legs would carry them. Thankfully most of Thorgrim’s artillery failed to fire due to the Storm Banner, but one Doom Wheel and one Lobba were destroyed. Belegar’s guns inflicted 5 wounds on Colossal Heinz. Mother grabbed the Thane leading the Irondrakes and flung him off the table, presumably aiming for her swampy lair far away. She then went on to stomp four Dwarfs to death, but they remained steadfast. The Clansmen charging the Abomination were in for a shock as the beast killed 10 of them and took only 1 wound in return. The flanked Rangers held, as did the Longbeards fighting the Verminlord, but their numbers were dwindling.
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Post by Anton on Jun 1, 2016 8:16:52 GMT
Turn 3: AllianceThe storm still raged on, and our alliance broke down completely. Since our armies were so far fighting far away from each other anyway, it wasn’t a huge problem but it meant we’d now have to share the Power Dice equally instead of giving most of them to the more powerful Skaven wizards with the really scary spells. To my great relief, Rocky didn’t charge the rear of the mob before him, but those goblins must have been nervous as they failed their Animosity test and remained in place rather than clear the way for Rocky. On my right, the Squig Hoppers finally reached their target, a unit of 20 Thunderers behind a wall. With only 1 wound left, I sent Heinz into the flank of the same unit rather than attack the tower as he would surely have been killed before striking a blow. The Skaven pushing the bell failed another charge. Queek and his bodyguard charged the tower where Belegar was hiding. The rallied Doom Wheel charged into the combat between Clansmen and Clanrats. I moved everything I could forward towards the keep, but held back against Thorgrim’s army as I didn’t want to commit my Night Goblins against his far better combat units just yet. There were still Fanatics and Doom Divers to thin them out. In the Magic Phase, the Screaming Bell rang out a powerful note that struck all models with Toughness 7 or greater. Normally this would only be War Machines, but in this case I had two monsters with T7 or greater: the Bonegrinder Giant Longshanks and Rocky the Great Idol of Gork (or possibly Mork). The attack allows armour saves, but unfortunately Rocky failed his 2+ save and took 3 wounds. Longshanks took a single wound and some War Machines on both sides were destroyed, which we considered a good tradeoff. Now that we had to split our Power Dice due to the sad state of the alliance, I had to cast more spells. Since the Skaven still had way better spells than my Goblins, the Dwarfs let me cast Gork’ll Fix It on the Thunderers in combat. Then the Skaven had their turn and put the Dwarfs through a number of woes, drawing out another Rune of Spellbreaking, and then I put all my remaining dice into a boosted Curse of the Bad Moon. The lowly level 1 Shaman managed to beat the casting value of 25 without rolling a double 6, and the Dwarfs were powerless to dispel it. Both the Clansmen and Hammerers were hit, taking about a dozen casualties each. The Squigs, big and small, killed most of the Thunderers, but exactly 5 models remained, making them Steadfast, so they passed their break test. I didn’t mind having Heinz in combat for the upcoming Dwarf shooting phase though. Mother finally broke the last Irondrakes and pursued into the Old Guard, Longbeards from Karaz-a-Karak. She had taken a couple of wounds before and there was a Lord in that unit, so I didn’t expect her to come out of it alive, but if she could kill a few Longbeards and hold them up for a turn or two it would be good enough. The main event of the Combat Phase was the fight for the tower, though. Queek challenged, and Belegar accepted. Belegar called on his special power to double his attacks, but still only caused one wound on the Skaven Warlord. Queek fared no better though, and only wounded Belegar once. Belegar’s Hammerers went to work on Queek’s bodyguard, killing 14 of them and forcing them out of the tower. Behind it, the Verminlord, who had now been joined by Thanquol and Boneripper, finished off the last of the Longbeards. Turn 3: DwarfsThe storm finally lifted, and the Gyrocopters took off. The pair behind the house flew straight ahead, one going for Skarsnik’s gigamob to draw out the Fanatics. With no better target nearby, I sent all three against the flying machine itself and promptly destroyed it. The second Gyrocopter made a shorter move and aimed its steamgun at a medium-sized mob led by Jax the Axe. No less than 21 Night Goblins died, and the rest fled. Across the table, a Clansman horde charged a small Night Goblin mob, which promptly fled. The Clansmen redirected their charge, but didn't roll high enough. The first phase of Dwarf shooting without the Storm Banner made itself felt all across the battlefield. Flame Cannons killed Clanrats and Night Goblins by the dozen. Longshanks suffered 9 wounds out of his 10. A Troll fell to Irondrake shooting. The Verminlord was hit by a cannonball, but passed its ward save. Mother took another couple of wounds, Heinz and the Squig Hoppers killed off the Thunderers and the Abomination killed more Clansmen.
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Post by frozenfood on Jun 1, 2016 12:46:50 GMT
Sounds brutal, a lot of dead bodies
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Post by Anton on Jun 2, 2016 5:51:32 GMT
Turn 4: AllianceWith 3 turns played, things were looking pretty good for us. Thorgrim’s relief force had taken horrendous casualties; nearly 150 Dwarfs dead – I had only lost slightly more models than that myself and I had started at 700. They still had some War Machines and 4 formidable fighting units led by royalty, but one was still tied up against Mother and the other 3 had lost more than half their number each. Belegar’s force had lost much less behind their walls. The Longbeards were their only significant loss. However, I was getting concerned that my allies were doing too well. Animosity had kept me from advancing on the Keep as fast as I would have liked, and my big monsters on that flank were down to a single wound. Queek, on the other hand, still had most of his force intact and within charge range of Belegar’s Dwarfs. Most of the common objectives were in there, and whatever secret objectives the Skaven had I suspected that some could be achieved there as well. There wasn’t much I could do about that at this point though, apart from pressing on with my own forces and hope for the best. I charged my Trolls into a unit of Irondrakes next to a tower, losing one to the stand and shoot reaction. I tried to charge the Slayers beside them with my Squig Herd, but needed a 9 and failed. I also tried a long charge with Longshanks (Bonegrinders have M10), but the Clansmen lost their nerve and fled, so that charge failed as well. Thankfully Rocky passed his test again and didn’t charge a friendly unit. I moved the Mob in front of him into the Watchtower to clear the way, but resisted the urge to move him full speed ahead in order to keep the large boulders between him and Thorgrim’s cannons. While he could still be seen over them easily, they’d have to hit him directly without the bounce. In the faint hope of saving Mother, I tried to charge two Pumpwagons into the flank of the Old Guard. One had to go through a pigsty, failed its test and promptly collapsed in the mud, scattering Snotlings all over. The Screaming Bell finally charged into the defenders and the Verminlord charged a unit of Thunderers. Queek held back from the tower, preferring to thin out the Hammerers with shooting and magic before engaging Belegar again. The Magic Phase was good. I cast Gork’ll Fix It on the Irondrakes fighting my Trolls and Itchy Nuisance on the Slayers beside them. The Dwarfs were saving their dispel dice for the Skaven spells, but I managed to steal two of their dice with Sneaky Stealing instead. Sure enough, the Skaven got a few spells off – Death Frenzy on the unit with the Screaming Bell, and the Dread 13th Spell on the Slayers, reducing them to only 2 models. The 15 they had previously been had posed a grave threat to my Trolls. Predictably, the Trolls made short work of the Irondrakes, killing 6 and breaking the rest. The tower was blocking their path though, so they couldn’t pursue into the courtyard. Being more than 12” from Skarsnik they failed their test to reform and just bumped into the tower. The combat between the Screaming Bell and the Quarrelers was bloody. The Skaven had Death Frenzy and a Warlord with the Fellblade. The Quarrelers had a wall and were led by Josef Bugman, who wisely declined to fight the Warlord in a challenge. The Skaven won the combat but the Dwarfs held. On the other side of the field, Mother finally fell to the Old Guard, but frustratingly for the Dwarfs, the Pump Wagon survived with a single wound, keeping them from moving for one more turn. The Abomination, now supported by Clanrats, finally broke the last of the White Shields Clansmen and pursued towards the Cannons. Turn 4: DwarfsThorgrim pushed forward with his Ironbreakers and Hammerers, carelessly wheeling a unit of Quarrelers out of the way as he did so. This would turn out to be a grave mistake. The Clansmen horde again tried to charge my Night Goblins, but failed once more despite the goblins standing their ground. Thorgrim’s Cannons were now faced with the immediate threat of the Abomination within charge range, and true enough they brought it down. However, this meant that no one was shooting at Rocky. Belegar’s guns tried to kill the Verminlord again, but again it proved invulnerable. Longshanks had no otherworldly protection though, and died to a Bolt Thrower shot. Irondrakes firing from the tower killed two Trolls and the Organ Gun killed some Squigs and Herders. The combat phase mostly consisted of more frenzied Clanrats and Quarrelers dying, and the Old Guard smashed the annoying Pumpwagon.
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Post by Anton on Jun 2, 2016 13:29:35 GMT
Turn 5: AllianceNow was the time to go for Thorgrim’s throat. Thanks to the Abomination taking the cannon fire, and a Quarreller unit lined up perfectly for an overrun, I charged with Rocky. Thorgrim made the second mistake of standing and shooting with them rather than fleeing, which meant that I would get an overrun into the flank of the Hammerers. If he had fled, I could have redirected, but the risk of a failed charge would have been much greater. My Squig Gobba, having previously killed its handlers in an intestinal explosion, broke its bonds and charged the weakened Dwarf horde in front of it (pictured above before the charge). Seizing the opportunity, Snotmug’s Gigamob (to the right in the picture) charged in alongside it to back it up with some numbers. The Trolls stupidity-charged the Tower and the Squig Herd charged the last two Slayers. The Verminlord ignored the Dwarf fighting units and charged the Organ Gun. In the Magic Phase I managed to get another boosted Curse of the Bad Moon off, this time with irresistible force. A dozen Dwarfs died, but the Miscast killed the Squig Gobba and several Night Goblins. Now my Gigamob would fight the Dwarf Horde without its monstrous 3D6 S6 attacks plus stomp. The Dwarfs were down to a single rank though, while I still had 5. Also, the Screaming Bell hit all war machines again, taking out most of the remaining Dwarf machines and reducing me to a single Spear Chukka. None of the Skaven weapons were T7+ though and they continued to hit Belegar’s tower and Thorgrim’s Hammerers with all sorts of template weapons. Predictably, Rocky stomped the Quarrellers into a bloody paste and overran into the Hammerers’ flank. Snotmug’s Gigamob performed surprisingly well, killing all the remaining Dwarfs with their spears. Skalf, the Thane leading them, grimly fought on alone, cursing Snotmug for not daring to face him in a challenge. The Trolls failed to kill the Irondrakes in the tower, but the Squigs killed the last two Slayers. The Skaven Warlord with Fellblade killed Bugman. Very few models remained in either unit in that fight, and still they would not break. Turn 5: DwarfsA Clansman unit charged Heinz (who had failed to reach the flank of 4 rallied Irondrakes). Those same Irondrakes and those in the tower together killed another 2 Trolls. Rocky smashed into the Hammerers, killing 6 with Impact. Then the Hammerers made way for their king, who wounded the animated statue once. Since the Rogue Idol had Killing Blow and the Armour of Skaldour provides a 2+ Ward save against such attacks, I didn’t have high hopes for Rocky’s normal attacks, but I got lucky. I rolled 2 killing blows, Thorgrim failed a save and the High King was dead. Rocky then proceeded to thunderstomp the unit until only the Battle Standard Bearer and a single Hammerer remained. These last 2 brave Dwarfs held their ground. The Old Guard could have come to the aid of the Thane Skalf, but only at the cost of moving through a Fanatic, so they instead charged a small cottage filled to the chimney with Night Goblin archers. They quickly panicked and went for the back door when the Longbeards came knocking. Thorgrim’s deployment zone was almost empty now. Just a single War Machine, the Anvil and a lone Engineer remained. The lone Thane Skalf finally got to fight Snotmug. They wounded each other once each, but as they fought, Snotmug’s cronies surrounded the brave Dwarf and stabbed him in the back, and he was overwhelmed. In the Keep, Heinz died quickly to the charge and the fight between the Screaming Bell and Quarrellers somehow ended with only the bell itself still standing. I don’t know exactly how this came about as I was working out my own combats as they fought, but all the Dwarfs, all the Clanrats, the Warlord and the Grey Seer were dead.
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Post by frozenfood on Jun 2, 2016 14:57:34 GMT
You do take breaks for food right? Great storytelling
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Post by KevinC on Jun 2, 2016 20:04:20 GMT
Holy Cow! The Dwarfs got crushed it seems. Which player won the ... looks like the Gobbos....
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Post by Naitsabes on Jun 2, 2016 23:43:03 GMT
Poor Thorgrim. Still, 8th edition at its best! Thanks for taking the time to put together a report
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Post by KevinC on Jun 3, 2016 1:11:51 GMT
Did Queek ever kill King Belegar??
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Post by Anton on Jun 3, 2016 4:11:03 GMT
I still have a few turns to write. Just wait and see.
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Post by Anton on Jun 3, 2016 7:32:46 GMT
Endgame: Turn 6 to 8I don’t have enough pictures of the last 3 turns to do them turn by turn, and I would probably mix things up anyway, so I’ll just do it picture by picture to capture the main events. It should be noted that due to the death of their High King, all Dwarfs were now Frenzied, and the results of some of the remaining combats would show just how lethal the combination of Frenzy and Hatred can be. The Ironbreakers had started to get too close for comfort, and with a Dwarf King with shieldbearers leading them they were still a force to be reckoned with, so Queek had turned both his own bodyguard and his Battle Standard Bearer with Clanrats to face them the previous turn. When the time came to charge, I agreed to support them with a flanking charge with a unit of 30 archers. However, both the treasonous Skaven units failed their relatively easy charges while my Night Goblins completed theirs! In the ensuing combat, the Night Goblins killed nothing while the Ironbreakers killed enough goblins to make the combat a draw. In the Dwarfs’ turn, the lone Thane Helga charged the Clanrats with BSB in the rear, killing four, but they held. At least they would not be joining the combat against the Ironbreakers. It was finally time for Skarsnik to join the fray himself. Since the closest tower was now only garrisoned by a handful of Irondrakes, he led the charge personally. The Trolls reformed and the Squigs turned to face Belegar’s tower. The Irondrakes proved too tough even for Gobbla though, inflicting two wounds on Skarsnik and pushing the hated foe out of the tower. My deployment zone is almost emptied, War Machine batteries destroyed by the Screaming Bell. The big archer unit has just finished off an annoying unit of 30 Miners I forgot to write about earlier. They finally fled, but before it did it ran down 50 Night Goblins, destroyed a Pump Wagon and absorbed the hits of 4 Fanatics. To the left, you can see the Old Guard, having killed Mother and two Pump Wagons, driven my archers out of the building and now in combat with what remains of Snotmug’s Gigamob. They would add Snotmug’s banner to their collection as well before the battle was over, but they were too far away to affect the outcome of the battle. Belegar’s reserves were his Ironbreakers and a Runelord. Fuelled by Frenzy and Hatred, they charged the Verminlord, and to everyone’s surprise the Runelord killed it. It turned out dad had tooled the Runelord rather more offensively than most people would. As Queek charged with the Ironbreakers, my own schemes were coming to fruition. I had moved my last intact mob out of the watch tower and stopped 8.5” from the Dwarfs, but now I moved them closer. Since the mob carried 2 Fanatics, I had the chance of both hurting the Ironbreakers and getting closer to my secret objectives of ‘accidentally’ destroying a Skaven unit as well as getting Queek killed. Thanks to the archers fighting the Ironbreakers, I didn’t have to roll very high to reach the targets, and both Fanatics went through all 3 units. 7 Ironbreakers fell, but only 3 Stormvermin. In the combat phase, the Stormvermin ineptly failed to kill even a single Ironbreaker. Queek fought the Dwarf King and wounded him twice, but the Frenzied Dwarf retaliated, killing Queek. The Ironbreakers, also Frenzied, killed several Stormvermin, but they still had the advantages of Steadfast and a Battle Standard Bearer nearby, so they held. My Night Goblins did not, however, and their flight panicked the larger, undamaged mob behind them. It was clear that the Ironbreakers would destroy the Stormvermin soon, but fortunately Rocky was now in range (he had failed one charge the turn before as he has to try even if he’s unlikely to make it) and made the 16” charge. His Impact and Stomp would destroy Ironbreakers as surely as Hammerers. To make matters even worse, one of the Fanatics came back through the Ironbreakers once more, reducing their numbers further even before Rocky’s attack. Sure enough, the Ironbreakers were wiped out, but the Stormvermin were blocking Rocky’s path to the Keep. Helga went on to kill all the Clanrats and their Battle Standard Bearer, and in a final act of hatred and defiance she charged Rocky, who unceremoniously crushed her under one massive foot. Rocky was then again blocked by the Stormvermin (and unfortunately for me, he didn’t roll a ‘1’ to accidentally charge them), but then my brother graciously suggested that he should move them onto a Fanatic so that Rocky could make a 16” move towards the keep. I couldn’t believe my luck as my rival completed a second secret objective for me. The last of the Stormvermin fell and Rocky was free to move. Meanwhile, Thanquol got another Dreaded 13th Spell off, this time against Belegar’s unit. After several turns of killing Hammerers, they were now weakened enough that Belegar and his last men were transformed into Skaven. On his second attempt, Skarsnik took the tower as Gobbla ate the last of the Irondrakes. The Ironbreakers and Runelord had overrun the Verminlord and flanked the Squig Herd, so I flanked them in turn with Trolls. Since I hadn’t arranged the bases properly in the herd after taking casualties, it turned out all the Frenzied Dwarfs were in contact with herders, and not surprisingly they killed them all. The resulting carnage of wild Squigs and Troll attacks wiped out the Ironbreakers though, and the Trolls had safely completed another objective, that of getting a unit into the courtyard. With a cry of vengeance for their King, one of the few remaining Dwarf units charged Thanquol and Boneripper. However, they failed to kill them before the Trolls charged their rear. This blue and white Gyrocopter out of Belegar’s army took a terrible toll on my mobs, killing well over 100 Night Goblins with its steam gun. We made dad promise to paint the Dwarf rune for ‘100’ on its hull. In our very last turn, Skarsnik’s mob got overly enthusiastic and decided to rush out of their tower (Animosity ‘6’) to kill the last few Irondrakes, which actually meant we lost an objective! There was a Dwarf unit still on that side of the table, but it was not close enough to get inside the tower. ResultsIn the end, we had taken most of the objectives; we had the watchtower and one tower, and we had a unit in the courtyard. We had also killed both Dwarf Generals. The Dwarfs had killed Queek, but that was it. I had also completed two secret objectives: getting Queek killed and wiping out a Skaven unit by accident. Casualties were heavy as you would expect after 8 full turns. The Skaven had only Thanquol, a couple of Engineers, a few Weapon Teams and a stranded Screaming Bell left. The Dwarfs of Karaz-a-Karak had the Old Guard, the Anvil, an Engineer and a Gyrocopter. Karak Eight Peaks had two units of Clansmen and a Gyrocopter. I still had several units, probably some 200 models total, but on the other hand that meant I had lost 500! More importantly though, Skarsnik was alive with a strong unit and there was nothing left anywhere that could threaten Rocky. Skarsnik – Master of the battlefield and the one true King Under the Mountain!Final WordsWhen we decided to end the game after 8 turns, it was 1 AM and when we were ready to leave, having packed everything and cleaned up, it was 2 AM. If you count setup and cleaning, that means the battle took 18 hours. We had lunch and dinner at the table while our opponents took their turn. Much coffee was also consumed. I had worked on my army for two years. It is easily my most ambitious project ever, and it was a blast to finally put it on the table.
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Post by KevinC on Jun 3, 2016 13:40:30 GMT
Anton , WOW! This was awesome, thanks for posting it. Forgive me if I missed it, but what was each army's total point size? And how long did each full round take approximately? Also, just a reminder, Goblins do not have to test for Animosity if they are inside a building (re: last turn).
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Post by dannytee on Jun 3, 2016 13:46:44 GMT
Awesome stuff! Thanks for the report.
I love that your army needed and extra table section in the back to deploy.
With the secret objectives did you have a fifth party that assigned these to each player?
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