Today my old opponent S and I travelled to Warhammer World and played two games of Warhammer Fantasy 6th Edition. We each brought two 2,250 point armies, I wrote (well, adapted) two scenarios, and we randomised things by rolling to see which army we chose first, and what scenario we'd be fighting. The first game was my Skaven versus S's Wood Elves, and the scenario was a slightly adapted Breakthrough - the Wood Elves having to get units into my deployment zone and I had to stop them:
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Deployment from my side. The terrain was placed then its position scattered 2d6 using the "Storch Method" named after a fellow on one of the 6th Edition Facebook groups |
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Wood Elf deployment! The Skaven line looked quite formidable... |
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End of Turn 1 from the Skaven point of view - you can see where the Stormvermin had run away for a bit after taking a bunch of casualties to shooting. I remembered after the game that they had a 4+ ward save against shooting that wasn't S5 or greater. You can also see that the right-hand Clanrat unit is missing two ranks... that's because the Ratling Gun that's pointing at them misfired (of course) and instead of obliterating the Scouts that are behind the grey woods in the middle, pumped a spray of lead into their comrades instead. Yes-good! All as the Horned Rat wills-demands! |
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End Turn 1 from the Wood Elf perspective. Those Scouts were very lucky that I got greedy with the Ratling Gun... |
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End Turn 2, Skaven view: the poison wind globadiers were initially charged by an Alter Kindred Noble, but a Stand and Shoot with poison gas killed him outright! So they then got pasted by arrows, and the Warlock Engineer decided discretion was the best part of valour and ran away errr performed tactical repositioning. The Stormvermin had regained their position in the line and were now Frenzied thanks to the Grey Seer. The Tunnel Team hadn't bothered showing up this turn sadly. |
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End Turn 2, Wood Elf view: the rat swarms did a great job of stopping the Wardancers, but the Wild Riders and Warhawks were posed to be a serious pain. The Glade Guard has killed the Ratling Gun, and one of the Spellsingers had used a spell to turn one of the Warpfire Throwers into mush.
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End Turn 3, Skaven View: at this point I conceded. My Clanrats were dead or fleeing, my Rat Ogres wildly out of position, my Jezzails unable to do anything as the Eternal Guard were hiding in the wood, the Tunnel Team having arrived late were unable to get a charge off and were now sitting ducks (rats?), and S still had almost every unit entirely intact.
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End Turn 3, Wood Elf view: The Gutter Runners, late and unable to catch the elves. The Treeman standing victorious where the Stormvermin had once been - Frenzied they may have been, but they whiffed! Only the Jezzails and Rat Ogres remain to oppose the Asrai. |
A very funny game which really did hinge on the Ratling Gun misfiring in Turn 1 and blasting my own unit - if it had killed the Scouts instead, then I would have taken far less casualties and maybe even managed to get my Assassin out! As it was, the failure of the Weapons Teams and the running away of the rats spelled doom. The Horned Rat was not smiling on me today.
Lessons Learned: Remember your rules! I forgot to give my Stormvermin their 4+ Ward save against magic and mundane missiles of S4 or less thanks to the Umbranner, and the miserable Leadership 5 of most of the Skaven should have been boosted by their rank bonus, making most of the tests I took should have been on at least an 8 - but, again, I simply didn't remember. I think the Tunnel Team would have performed a little better if I'd given them slings to shoot with, but there we go.
After a spot of lunch outside from a little food van - as Bugmans' is being renovated - we returned to play the second game. This was an adapted Ambush scenario, with the Ogres defending and the Night Goblins attacking. As before we placed the scenery then scattered it 2d6 inches:
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Deployment - the Night Goblin left, with the mercenary ogres and various comedy units |
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Deployment - the Night Goblin right and main force, with all the actual gobbos and the trolls. You can see the Ogre force clumped around the farmhouse ready to take them on |
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End Turn 1: A little animosity over on the right had staggered the advance, but the first fanatic to be released killed one of the Hunter's hounds. The Trolls had actually been able to move despite my risky positioning of them! |
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End Turn 3 - I didn't take a photo at the end of turn 2 I think! The slave giant had charged my Ogres in the rear and lost, running away, my own giant had charged some Bulls in the rear and they just didn't go anywhere either. The Trolls got wrecked by the Yhetees, various Fanatics had killed a few Bulls here and there, and the Leadbelchers had been eating Snotlings quite happily... but they were now open for a charge from my own Ogres! Meanwhile the Gorger had arrived and was poised to do some really quite nasty stuff to my poor gobbos |
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End Turn 4. The Leadbelchers had been wiped out by the Ogres, the Squig Herd had finally got into combat with Stanley the Slave Giant, Bert had been done in by the Tyrant, my Warboss' block of gobbos had fought off the hunter and two units of Bulls... and then the Yhetees and Gorger wiped out a block of spear goblins in a single round of combat, while one of the Butchers panicked my other block of spears with a dastardly spell! |
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End Turn 5, endgame state: The squigs had eaten the giant then been panicked by magic, while all my big blocks of Night Goblins had been destroyed by breaking and being run down (or just being run down). The Fanatics had managed to kill a couple more Bulls though, and put some wounds on a Butcher, so it wasn't all bad news. |
Another fantastic game (even if I did lose again), and one that - with a couple of better dispel rolls (or extra scrolls!) would have seen my Night Goblins hold on a bit longer. The Trolls probably should have stayed back as a flank guard like they were supposed to be, but the Gorger in the rear was a bad time for all concerned. A great laugh and a fantastic introduction to the lunacy and chaos of greenskin armies.
Lessons Learned: More Fanatics. Risky, but both funny and dangerous. Also while the Trolls were a threat, they didn't like the magic weapons of the Yhetees and were too isolated - they need to be closer to my main line. Other than that, a pretty decently bad performance as expected, and I enjoyed it very much, which is the most important thing.
Overall a good fun day out with lots of dice rolled and two armies that I've never played with before seeing the table for the first time. Jolly good stuff all round.