Today I took my Tomb Kings army, the War Host of the Red City, over to the Pontio Centre in Bangor. There, in a room filled with young nerds (and one much older nerd), the ancient warriors of the Red City obeyed the will of their Queen and Priests, and defeated a Chaos force of Tzeentch and Undivided warriors and daemons in honourable battle...
Or in other words I met up with N, a student at Bangor and member of LUNAR (I told you I'd keep calling it that) and had my first ever game of The Old World. We agreed on 2,000 points, and I brought the following:
CHARACTERS:
Tomb Queen (The Conqueror's Blade, Death Mask of Kharnutt, Relic of the Desert Sun)
Herald (Standard of the Cursing Word)
Lvl 4 High Priest (Staff of Awakening - rolled Deathly Cabal, Curse of Years, Spirit Leech, picked Incantation of Dessication)
Lvl 2 Priest (Hieratic Jar, Earthing Rod - rolled Spiritual Vortex, picked Incantation of Cursed Blades)
CORE UNITS:
18 Tomb Guards with full command, light armour, shields, halberds
20 Skeleton Warriors with full command, light armour, shields, spears
20 Skeleton Warriors with full command, light armour, shields, spears
10 Skeleton Archers with champion, warbows
10 Skeleton Archers with champion, warbows
10 Skeleton Archers with champion, warbows
10 Skeleton Horse with full command, light armour, shields, cavalry spears
5 Skeleton Horse Archers with champion, musician, warbows
3 Light Chariots with full command, warbows, cavalry spears
3 Tomb Swarms
SPECIAL UNITS:
3 Carrion
Exactly 2,000 points, over half of which was in the Core Units section (1,159 points)!
N brought:
CHARACTERS:
Chaos Sorcerer Lord on Chariot, Mark of Chaos Undivided, Lvl 4 magic (Fireball, Pillar of Fire, Oaken Shield... possibly something else?)
Daemon Prince, Mark of Chaos Undivided, Lvl 1 magic (Daemonsword, Extra Arm - rolled Daemonic Familiars)
CORE UNITS:
16 Chaos Warriors, Mark of Chaos Undivided
16 Chaos Warriors, Mark of Chaos Undivided
5 Chaos Knights, Mark of Chaos Undivided (I think?)
SPECIAL UNITS:
16 Chosen Chaos Warriors of Tzeentch (the champion had the Filth Mace)
There were I think other magic items, but I never encountered them.
We rolled for a scenario using the rulebook's list and got Meeting Engagement. This meant some of our armies were in reserve from the start, rolled for unit by unit (including characters, war machines etc). I ended up with my Tomb Guard (which contained my Queen and Herald!) in reserve along with the cavalry, horse archers, and the carrion. I immediately realised that while the army had camped out, the Queen had taken her bodyguard and cavalry to go hunting... Meanwhile, N's Sorceror Lord in chariot and a unit of Warriors ended up in reserve.
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| The hunting party in reserve. Presumably the Queen wanted a new rug, or something, because none of these people eat any more... |
Deployment was diagonal, and I picked a table half that had a small hill on so I could put most of my archers on it, along with my High Priest. His junior, the Priest, stood at the foot of the hill. The two regiments of Skeleton Warriors flanked the archers, while the Tomb Swarm was pushed out on the flank to act as a speedbump. The Chariots were held back a little to, hopefully, charge whatever got stuck on the Swarm or defeated it and ended up in charge range of them. Meanwhile N finished deploying a lot faster than me - he positioned in a line, with his Spawn pushed a little further forwards. His Knights were out on his extreme right flank, able to use their speed to swing round and - potentially - trap my Chariots and push into the flank of my position.
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| Overall deployment. Behind the tower in the middle of the field can just be seen the Chaos Knights |
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| Red City War Host deployment - the big gap between the Skeleton Warrior units should have a Tomb Guard unit in it; it did at least allow the archers to shoot things despite not being on the hill |
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| Chaos deployment - the Knights on the left, Daemon Prince and Warriors in the centre, Spawn and Chosen Warriors on the right. Those hedges around the statue definitely got a beating later on |
With deployment complete, we diced for first turn. As is typical, we drew on the first roll and then N won the re-roll. So the Chaos army advanced on the waiting skeletons, still and silent in the morning air...
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| End of Chaos Turn 1 - a general advance on all fronts, and a bit of jockeying for position by the Chosen as the Spawn meandered towards the War Host's lines. The Knights marched forwards at speed, looking to swing around and threaten my flank |
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| End of Tomb Kings Turn 1 - the Tomb Swarm moved forwards, aiming to block the Warriors and possibly the Daemon Prince. My hope was to slow them long enough to get a charge off with the Chariots before the Knights arrived. Ideally my reinforcements would turn up to deal with the Knights before they could make a mess of my bone boys. The Priest, Weret-Hekau, cast Incantation of Cursed Blades on one of the archer units on the hill, allowing them to re-roll 1s to hit. The combination of Arrows of Asaph and the re-roll lead to absolutely nothing because they were out of range! On the bright side, the archers at the foot of the hill wounded the Spawn |
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| End Chaos Turn 2 - the obvious happened, and the Daemon Prince and Warriors charged the Tomb Swarm. One base was killed by Daemonic Familiars, which put out 12 S2 hits (!) and the Warriors put some more wounds on the remainder. The poison attacks of the Swarm killed one (1) whole Warrior. Meanwhile - (to my surprise) it turned out that units in Reserve can arrive in any turn chosen by the player, so (of course) the Sorceror Lord and another regiment of Warriors arrived. There was a bit of a traffic jam as they marched on behind the Chosen, but the appearance of another block of Warriors was a bit unsettling I must admit |
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| End of Tomb Kings Turn 2 - I brought my "shock" cavalry on behind the Knights, and the Carrion in front, and swung them around ready to charge or be charged. The Chariots however were not in a good place - in my turn the Tomb Swarm was destroyed, and the Warriors overran by 11"! The Daemon Prince was much slower, going a paltry 9"... so much for my plan to slam the Chariots into something at speed. My Horse Archers came on and moved to try to support the centre, while the Queen, Herald, and the Tomb Guard came on to act as a fire brigade against anything that - I assumed inevitably - broke through my Skeleton Warriors, who I had repositioned to protect my archers and Priests... speaking of the archers, they killed the Spawn. Arrows of Asaph, although they're only hitting on 5s, will always hit on 5s. Very reliable, strangely enough, especially in quantity |
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| End of Chaos Turn 3 - fear came out to bite N's troops this turn. Both the Warriors in the centre and the Knights on the flank failed their fear tests and couldn't charge their targets. The Daemon Prince, who is of course Immune to Psychology, was not perturbed by the skeletal horses and ancient finery of the Chariots, and made a charge into their flank. Oh dear. The Chosen (whose Champion achieved Apotheosis! on the Gaze of the Gods table) continued stamping all over the hedges, and the second Warrior regiment wheeled to begin the march around the wooded hill. The Sorcerer Lord failed to get a Fireball off but did manage to put a Pillar of Flame in front of my Skeletons (see the yellow die in the image), which was quite worrying. In combat the Daemon Prince only managed to inflict a couple of wounds, but I did an oopsie-woopsie and erroneously gave the Chariots a rank bonus (??) and didn't take wounds from Unstable - sorry N! - when I lost the combat |
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| End
of Tomb Kings Turn 3 - the Knights didn't survive the combat, losing
mainly to combat resolution, breaking, and being crushed between the two
units that had trapped them. They did manage to put a couple of wounds
on one of the Carrion, though. This was a big relief, as it meant the
very scary Knights had been removed with comparative ease and the bulk
of N's army was now slow and unlikely to pose a significant threat. The
archers killed a couple of Chosen thanks to the auto-wounding on 6s
rule, and the spear regiment on the right flank moved forwards a bit to
block the Warriors that had arrived this turn from getting into the
archers. The Pillar of Fire moved backwards, towards the Sorceror
Lord, and was then dispelled. Meanwhile, the Chariots came off much the
worst against the Daemon Prince (who had a base of 5 attacks, plus 1
from the Extra Arm, plus another d3 from the Daemonsword) who made a
nice big overrun move towards my open left flank. My Horse Archers, who I
had not yet realised are actually Skirmishers, moved into the wood to
try to shoot at something. Then I forgot to shoot with them. Oops! |
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| End
of Chaos Turn 4 - the Warriors who had fought the Tomb Swarm wheeled to
line up against the Horse Archers, the Chosen continued their war
against the local hedgerows (for, presumably, some esoteric vision quest
required by the Changer of the Ways) while the other Warriors moved
forwards a little to threaten the spear regiment on my right flank. The
Daemon Prince, now powered up with an extra attack (thanks to the Gaze
of the Gods) charged my Tomb Guard right in the flank, piling into
Itetaten, the Royal Herald, and a Tomb Guard stood behind him. The
Prince issued a challenge to the Queen, and with a languid and regal
wave, the Captain of the Scarab Guard, Edifis, marched forth to do
battle against the terrible thing. Predictably, the Prince turned Edifis
into a pile of disjointed bones and armour. The resulting combat
resolution was a narrow win for the Tomb Guard (5 wounds vs 3 ranks, a
standard, outnumbering... and a musician). Here we made a mistake - even
though the Daemon Prince is Unbreakable, it should have Given
Ground 2", enabling me to Restrain and Reform, or Follow Up - either
way, instead of continuing the fight in the flank, the regiment should
have been fighting the Daemon Prince properly, with the front rank. Ah
well. Live and learn! Meanwhile, the Sorceror Lord, also granted an
extra attack by his fickle patrons, failed to get off a Fireball (again) but did put up another Pillar of Fire which was much better placed to do nasty things to my skeletal soldiery |
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| End
of Tomb Kings Turn 4 - the open rear of the Warriors was too inviting,
and the Carrion flew towards them, ready to charge them in the rear next
turn (or at least pin them in place for a potential flank charge by the
cavalry). The bulk of the army stood still, and although a few
skeletons were burned to ash by the Pillar of Fire they were immediately commanded to Arise! by Weret-Hekau (sadly, Weret-Hekau did not command them to move out of the column of magical fire), while Ptah-Um-Setek reassembled Edifis' bones. The Pillar of Fire was
not dispelled. This would become a reoccurring problem. The archers
volleyed more Arrows of Asaph at the Chosen, killing two more. The Horse
Archers, foolishly but heroically, made use of their Skirmishing
ability to charge the Daemon Prince. We then had a bit of a digression
where we tried to work out if a lone character has a flank to be
charged, and after a roll to see which interpretation would be used, the
Prince was indeed charged in the flank. It then proceeded to do six
wounds to the five Horse Archers, and only some lucky Regeneration rolls
allowed the champion, Sethisbakup, to continue fighting. This combat
was vicious, and the Daemon Prince was dropped to just one wound. Again,
this should have resulted in a Give Ground followed by either
Restrain and Reform or a Follow Up, and again, the Tomb Guard should
have been fighting at full effect. As it was, the combat would
continue... |
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| End of Chaos Turn 5 - powered up with two extra attacks, the Sorceror Lord decided to give up on trying to cast Fireball and instead slammed his chariot into the skeletons in the centre. This was devastating,
smashing apart a bunch with impact hits, disordering the unit so they
wouldn't get a rank bonus, and then chopping up a few more in the actual
combat. To add insult to injury, the Pillar of Fire that had
killed some skeletons from this unit in the turn before did the same
again! Honestly. Don't they know that the Tomb Priests have to spend
effort raising them from piles of ash? The Warriors that were threatened
by the Carrion turned in place and advanced a couple of inches, while
the Chosen, whose Champion, apotheosis acheived, was further blessed
with an extra attack. The Warriors on N's left flank just made
the charge against my right flank blocking unit of Skeleton Warriors (as
an aside, a short discussion about charging led to us learning that a
charging unit has a free wheel to bring the most figures to bear as
possible, then measures from the shortest distance to the target
unit). That combat ended in a draw, with casualties, ranks, standards
and musicians cancelling each other out. The Daemon Prince, ignoring
Sethisbakup, inflicted six wounds (out of 10!! attacks) on the Tomb
Guard. The resulting lost combat saw Sethisbackup crumbling and the Tomb
Guard using Phalanx to hold their ground rather than Give Ground in the face of the daemon's fury |
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| End
of Tomb Kings Turn 5 - I gambled, and charged the Warriors with the
"shock" cavalry and Carrion, while the Priests commanded as many
skeletons as they could to Arise! although Weret-Hekau, even using the Hieratic Jar, failed to command any to stand back up... the Pillar of Fire,
still not dispelled, at least had the good grace to move into a
position where it wasn't doing me any immediate damage. With the enemy
spellcasters all engaged in combat, the Priests rattled (ha) off a bunch
of spells. Weret-Hekau put a Spiritual Vortex down, reducing the
leadership of the Chosen, Sorceror Lord, and Warriors engaged on my
right by 1. Various Hexes and Boons were chanted, and the Warriors
fighting on my right, Daemon Prince, and Sorcerer Lord all suffered
various ill effects while the skeletons fighting the Warriors got to
re-roll any 1s to hit. In the end it mattered little, and the Tomb Guard
lost again, as did both skeleton units. The Tomb Guard held fast, but
both regiments of Skeleton Warriors Gave Ground. The gambled charge
against the Warriors on my left didn't pay off - it was a draw, and that
meant that the Warriors were going to smash my units to bits pretty
quickly. Ah well, nothing ventured, nothing gained, as they say |
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| End
of Chaos Turn 6 - unfortunately for N, it all started to come off the
rails at this point. His Chosen moved up, assuming they may as well even
though they were now almost certain never to get into combat, while
everything else fought endlessly regenerating skeletons and Tomb Guard.
The Pillar of Fire moved a bit and immolated some archers, but the real shock was the Sorceror Lord losing combat to the Warriors, just failing his Break Test (unable to Retire In Good Order as he was beaten by a fear causing
enemy that outnumbered him), fleeing 5", and then being caught by the
Skeleton Warriors who, not content with running the chariot down,
pursued directly into the Chosen. The Demon Prince continued to kill a
bunch of Tomb Guard, who continued to resolutely stay exactly where they
were, not giving an inch in the face of this flurry of attacks. The
Warriors fighting on my right flank continued slowly pushing the
Skeleton Warriors back, but they couldn't quite do enough to destroy
them. The Carrion and Skeleton Horse lost combat and Gave Ground, and
the Warriors followed hot on their heels, happy to be fighting in praise
of the Dark Gods |
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| End of Tomb Kings Turn 6, END OF GAME - with the Pillar of Fire still setting archers ablaze and still refusing
to be dispelled, the Priests set about raising Tomb Guards and Skeleton
Warriors with abandon, before firing off their various Hexes and Boons.
The combat between the Skeleton Horse, Carrion, and Warriors, went
about as well as could be expected: the Warriors absolutely battered the
Carrion and the Horse, reducing them to just two cavalry. The
overconfident Skeletons in the centre, who had charged the Chosen, did
not do well. The Champion, souped up and wielding the Filth Mace,
killed three or four, and the rest of the Chosen reduced the unit to
just four skeletons! Over on the right, the relentless advance of the
Warriors pushed the Skeleton Warriors right back into contact with
Weret-Hekau, who, if his mummified body could still do it, would by now
be sweating. A lot. However, over in the grinding slog against the
Daemon Prince, a moment of heroism and glorious martial prowess was
about to occur. Itetaten, armed only with a kopesh, swung at the
gloating warp-fiend, and slew it! With that, the game ended, and it was
time to count the cost... |
Once all the Victory Points had been tallied, it turned out that N had gained 510 VP from destroyed units (the Chariots, the Tomb Swarms, Horse Archers, and the Carrion) and units under 25% strength (the Cavalry and one of the Skeleton Warrior units). I, on the other hand, had gained 1,103 from a mix of totally destroyed units (the Sorceror Lord, Daemon Prince, and Chaos Knights) as well as bonuses from the seized banner from the Knights and, of course, the killing of the Chaos General when his chariot was caught and overrun by skeletons. A difference of 593VPs in my favour and a very solid win. But it really came down to the wire - if I hadn't killed the Daemon Prince, or the Sorceror Lord had run away a bit further, it would have been a draw. I think although the loss of the Knights, who strayed a bit too close to the board edge when I had reinforcements to come on, was a blow to N's force and plans, the real moment of victory was right at the very last, when the Sorceror Lord was killed. A mark of a good game, that, when it comes down to the wire. We are already planning our next game, too, which is a mark of a good opponent and an enjoyable time.
Now, I'm off to try and make my 3D printer print things...
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