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Vampire Counts vs Wood Elves, 2250pts, Scenario (26/6/08)

 

 

 

The Game

 

The Wicker Men

"Black, scorched earth was all that was left, and in the corruption that remained were built two monstrosities..." whispered the waywatcher, looking fearfully into the darkness.

"Tell us what you saw, tell us it all, we must know, all," eager for information the gnarled tree spirit seemed to grow, to rise, as sap in a tree

"Twas despicable - each huge cage, like a man, a wicker man, filled with the forms of forest folk.. Nymphs, Fauns and Spites, held against their will in torment!"

For a moment there was a tense silence, like a gathering fog of rage, then the aged dryad slowly rose and growled...
"Then free them we must!
"

The Vampire Counts had moved into the fringes of the ancient forest. There, they cleared a large area of trees, capturing any sprites, spites and other magical fauna that lived within.

And from the cruelly ravaged oak, yew and ash they constructed two 50ft tall wicker men. In these, they imprisoned the many creatures of the forest they had captured, and set to initiating a dark ritual. They would send the souls of these faerie creatures to the 'Dark God That Was', and if their ritual was completed, he would return to do their bidding.

But the wood elves had learned of this unholy incursion and atrocity even as it was taking place. They would mobalise immediately, and rid the forest of their presence, and free their kin. Little did they realise, a worse fate than the deaths of their kindred would befall them should they fail.

 

The Armies

 

WOOD ELVES 2,250pts- GARY

SPELLWEAVER lvl 3 on Unicorn - Wand of the Wych Elm, Moonstone of Hidden Ways
ALTER NOBLE - Hunter's Talon, Pageant of Shrikes
BRANCHWRAITH - Cluster of Radiant's, Annoyance of Netlings
SPELLSINGER lvl 1- 2 x Dispel Scroll

8 DRYADS
8 DRYADS
8 DRYADS
7 GLADE RIDERS Musician
10 GLADE GUARD
3 TREEKIN
8 WARDANCERS Musician
5 WILD RIDERS F/C War banner
1 TREEMAN

 

VAMPIRE COUNTS 2,250pts - MICK

VAMPIRE LORD on Abyssal Terror - Red Fury, Infinite Hatred, Beguile, Flayed Hauberk, Wristbands of Black Gold, Balefire Spike, Black Periapt
VAMPIRE BSB - Avatar of Death, Infinite Hatred
VAMPIRE - Dark Acolyte, Lord of The Dead, Book of Arkhan
NECROMANCER on Corpse cart - Invocation of Nehek & Vanhels Danse Macabre, 2 x Dispel Scrolls

20 Skeletons F/C
20 Skeletons F/C
20 Zombies SB
10 Wight Cavalry F/C Banner of Strigos
5 Dire Wolves
5 Dire wolves
1 Varghulf


 

 

The Objectives

 

WOOD ELVES - OBJECTIVES

OBJECTIVE 1- Control any 1 Wicker man by end of game - 1VP

OBJECTIVE 2- Kill 2 undead Mages by the end of game - 1VP

VAMPIRE COUNTS - OBJECTIVES

OBJECTIVE 1 & 2- For each Wicker man under Vampire Count control by end of game - 1VP

 

 

The Deployment

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

 

 

 

Pre-Game Rules and Key

 

The terrain was set up as per pitched battle ( apart from the two Wicker Men ). Mick won to choose table edge/deploy first and passed the honour to me. He then proceeded to win 1st turn roll. And again, allowed me to take first turn.

During the game, ability cards would be given to the players. The elves received 1 per turn. The Vampires 1 per turn from turn three ( but with slightly stronger abilities ). These card could be held for use in future turns. These represented, for the elves, the natural wrath of the forest as the Vampire Counts had destroyed a portion of it. The Vampire cards from turn three onwards represented the gradual effect of the ritual as it reached it's crescendo in the endgame. These were -

WOOD ELVES

TURN 1- Swathe of Shrikes - 1 Str 3 attack hitting on 3+ 18" from a wood. May target character in unit
TURN 2- Muse of Mischiefs - 1d6 Str 2 attacks within 18" of a wood
TURN 3- Befuddlement of Badgers - +1 dice to Dispel pool for 1 turn
TURN 4- Blossom of Begonias - 1 Str 4 attack hitting on 3+ 12" from a wood. May target character in unit
TURN 5- Blight of Buggers - Unit causes Terror for 1 turn

VAMPIRE COUNTS

TURN 3 - Darkening Death - 2d6 Str 1 hits, no armour save
TURN 4 - Shuffling Corpse - 1 unit may make an extra move/charge
TURN 5 - Pit of Shadows - All models in unit wounded on a 6, armour save allowed

 

ARROW KEY FOR IMAGES

key

 

Turn 1 - Wood Elves

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

 

The wood elves started the turn with a tactic I had planned to use when putting the army together... a collapsed refused flank. So, everything started to move toward my right flank, away from his fast cavalry and Varghulf portion, leaving only the archers to try and slow them and whittle them down. The Treekin and Spellweaver stayed in the woods ( well, they had the moonstone of hidden ways with them didn't they! ) and the gladeriders moved across the battleline to help marchblock in the forthcoming turns.

In the magic phase I was wary of miscasting early on, so not wanting to cast more spells than i should, I was economical and moved the forest on the left flank forward ( Mick letting it through....probably expecting worse magic to come ) and that was it.

Shooting, and the Alter noble did what I paid the points for him to do... he started sniping characters. 2 shots ( 1 bow, 1 shrikes ) hit the vampiress one of the skeleton units. The shrikes managed to put a wound on it. Not bad for a start.... I also used my Swathe of Shrikes ability card as she was within 18" of the wood. Unfortunately, it failed to rid her of her last wound...

The archers who had shuffled forward and wheeled slightly found the Direwolves just in range when they unleashed a volley of arrows. This took down 3 of them ( shame it wasn't all 5, but this still made me fell happy. Annoying bloody things that they are...

Too early for combat yet, so over the the bloodsucking fiends...

 

Turn 1 - Vampire Counts

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

Seeing the wood elves start to head en-masse across to the Wicker Man nearest the large hill, the Vampires mobalised to counter this threat. The black knights moved directly for the forest ahead of them ( well they would wouldn't they... their opportunity to show off their ethereal skillz ), and the vampire lord on abyssal terror moved in a sweeping flank maneouver.

Several attempts to cast magic were made, in particular Wind of Undeath and Gaze of Nagash. Both rolling very high, and both being dispelled with my 2 only dispel scrolls! ( Taking heavy losses due to magic in an army as fragile as the wood elves in the first turn of the game was certainly not part of my plans... yes I nervously 'blew my wad'. The rest were dispelled successfully without the aid of the Wand of the Wych Elm.

Being quite bowless, and not in toe-to-toe contact with the Asrai, the first turn for both sides was complete.

 

Turn 2 - Wood Elves

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

Doing what they do best ( and what really winds Mick up for some reason.... ), the wood elves shift their positions yet again. Pinning them down is like knitting fog, so it is. I was wary of the Flying vamp mostly, so sent the glade riders further around the far left flank ( but out of immediate view of the flappy enemy ) to redirect and sacrifice if necessary. The treekin with Spellweaver consolidated within the forest, holding tight until they had drawn enough vampire units ( mainly the cavalry, and hopefully the flying vamp ) near to them before they 'popped' into the other forest. The rest of the army fell to the right flank, setting up a defensive cordon around the right hand wicker man, with units falling in behind for back-up.

In the magic phase, the spellweaver managed to move the forest closer to the Wicker man. The theory... the closer I get the Spellweaver and accompanying unit to the cavalry, the more tempted they will be to come to me. I decide not to cast anything else, as it would be of no real benefit at this juncture, again only risking miscasts.

Seeing only 2 direwolves left, the gladeguard fire a hail of arrows in their direction. Result! first casualty unit of the game as they are taken down. The Muse of Mischiefs ability card was played on the other direwolf unit, but the d6 hits turned out to be 2, and failed to wound at all. In retrospect, the VC cards seemed quite powerful compared to mine.... damn Darryl and his scenarios :-)

On to Vamp Turn 2.

 

Turn 2 - Vampire Counts

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

RIGHT: The Vampire Lord makes his sweeping flank move... and fins he can see the rear of the Treekin and Spellweaver...

FAR RIGHT: An image showing the key ability of wood elves... re-deploying their forces mid game to counter the fact that they are a small and fragile army.

 

 

RIGHT: A view of what would become a key battle area in the game, the Wicker Man near the Hill.

redeploySeveral units had now been marchblocked by the presence of the Alter noble, so movement had been restricted somewhat for the Vampire Counts. The Vampire Lord decided to make an aggressive move, flying behind the wood and in sight of the treekin bearing the Spellweaver ( the rear of a treekin base at one point was very close to the edge of the woods. My mistake I suppose! ) The Black knights opted to stay where they were. Mick was wary now for a few reasons. He had an idea I might have taken the Moonstone of Hidden Ways, and also if the cavalry entered the forest, he might get magically battered by Treesinging!

Miscast!The magic phase started really poorly for the Vamps. The Lord immediately launched into a 4-dice casting of Winds of Undeath. He rolled 2 x 6's! But worse still.....he rolled 2 x 1's as well!!! Dismayed and nervous, Mick rolled on the miscast results table. 10. From nowhere, a daemon attacked the vampires mind, causing him a wound, and also stripping away his Wind of Undeath spell. Nasty. Yet surprisingly good for the Wood Elves.... Any further attempts to cast magic this turn would be dispelled, again without the aid of the Wand of the Wych elm.

 

With all the pussyfooting around, another turn had passed without any combats to resolve. Into the 3rd turn then...

armiesclash

 

Turn 3 - Wood Elves

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

 

 

 

FAR RIGHT : The Glade Riders fire a volley at the Vampire Lord on his Abyssal Terror...

As the wood elves continued their fall-back to the Wicker Man near the hill, the glade riders flitted around the back of the mounted Vampire Lord. The Alter noble slipped past the Varghulf, and once again drew a bead on desperately evasive Vampiress. And, sticking to the re-FAQ'ed Wood Elf ruling, the Treekin and Spellweaver finally made the 'jump' across to the other wood at the end of their own movement phase. For now, a comfortable distance had been placed between the Cavalry, flying lord and my wood elf combatative left flank.

The only spell that I managed to slip through this turn, rolling a high 11 on 2 dice, was Fury of the Forest on the Direwolves nearby the Spellweaver ( Mick threw 3 dice in to dispel, but turned up 2 x 1's ). This caused the nearby forest to reach out and rip and tear apart 3 of the creatures.

shoothim!As the archers fell back, 5 of the unit could just see the mobile Vampire lord; but his visage must have been extremely distorted and hideous that turn, as no arrows found their target. The glade riders also must have been on the receiving end of a hideous visage ( this time, the hideous rear end of an Abyssal Terror ) and almost completely missed their bowshots as well. I say almost, as one of their arrows managed to pierce the Abyssal Terrors hide and cause a wound. Over on the other side of the table, the Alter noble fared much better. He dug deep, focused, and took the Vampiress down with his magical bow. He'd started to earn his keep now....

Quickly, another turn was done.

 

Turn 3 - Vampire Counts

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

The Vampire Lord was eager to get into combat, yet cautious with all these skirmishing troops and 360 degree line of sight around him. He Swooped in behind the archers, hoping to do a bit of Terror causing, whilst eyeing up his potential target(s) ahead of him. The black knights shifted through the forest, making their long way around to help support the skeleton and zombie centre. The core infantry of the undead moved forward deliberately slowly, biding their time ( they were dead for god sake. They had all the time in the world now... )

Once again, the vampire magic phase was quashed, with all spell attempts controlled by the wood elf dispel pool, again without the aid of the magical wand's re-roll ability ( this was turning out to be a waste of points! ) but with the aid of my Befuddlement of Badgers card ( +1 to dispel pool )

STILL NO COMBAT! and the next turn was upon us.

 

Turn 4 - Wood Elves

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

 

 

 

 

 

 

Time now to attempt to roll down the undead flank. The Treekin and Spellweaver burst from the woods and hit the 2 remaining direwolves head on. The Wild Riders charged the zombies in the front, knowing that unless things went uncommonly bad for the treekin, they'd have a supporting flank charge aiding them this turn. As their steeds thundered in, a powerful magical blast swept over them ( Darkening Death, one of the ability cards from Darryls Scenario ). This caused 2d6 Str 1 attacks, and against all odds, of the 9 hits that were gained from the attack, 1 Wild Rider was felled! Buggeration.... the shame!

Elsewhere, the Gladeguard had passed their Terror check at the start of the turn and now wheeled slightly to help direct the inevitable charge of the Black Knights next turn. The Gladeriders moved in front of the Vampire lord, ready to sacrifice their lives for the greater good. And the rest of the army re-adjusted itself yet again, with the treeman falling back the deepest, beyond the 20" flight reach of the mounted vampire lord. From there he was best positioned to provide a supporting role to the troops in front of him.

Magic was a damp squib this turn. My attempts to treesing the Black Knights to death(?) failed miserably, as dispel scrolls started to appear. And an attempt to cast Ariels Blessing by the Spellweaver on his own unit failed.

The gladeguard desperately fired at the Black Knights, hoping their now stronger short range shots would penetrate their unholy armour....but all their shots seemed to pass straight through their partly corporeal forms. The gladeriders faired no better, not managing to wound either the Lord or his hellish mount. Hope yet again was raised as the Alter Noble managed to remove a wound from the Necromancer on the Corpse cart with his Pageant of Shrikes spite.

Combat now, and before the Treekin even had a chance to inflict any casualties, the Unicorn of the Spellweaver skewered both Direwolves on it's lethal horn as it charged in! With nothing now in their path, they moved straight forward and into the flank of the zombies as planned. The result of this was a combined flank/front attack on an enemy unit that, by rights, should literally explode in firework display of rotten gore and shattered bone. The reality is that, quite typically, bit Wildrider and treekin units rolled many, many 1's and 2's to hit. And once all the dismemberment was done, the front rank of 5 still remained. What a bloody pain in the arse. I really wanted to pop that unit first turn and move the Wild Riders on to their next target. I now surely faced a large attempt by the Vamps and Necromancer to get that unit magically back up to strength next turn...

 

 

Turn 4 -Vampire Counts

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

RIGHT : The Vampire Lord charges the Wardancers!!!

CHARGE!A counterstrike was now put in place. The Vampire Lord glided across the Gladeriders on his Abyssal Terror and ploughed straight into the unit of Wardancers ( close call on distance, but Mick guessed well. It was 19" to the nearest 'dancer ). The Black Knights had made a normal move... but then used the Shuffling Corpse ability card and nominated a charge! The gladeguard and spellweaver tried tactically falling back. But only managing to fall back 4" wouldn't be of any use whatsoever, and they were trampled beneath many gore-stained hooves, and impaled on gruesome lances. At least this would leave their flanks exposed to the Dryads next turn. The Vampire Battle Standard Bearer and his skeleton retinue charged the Wild Rider unit now stuck in combat in the flank. Ouch. Sweeping around the side of the Treekin, the Varghulf prepared to strike.

Despite several attempts to push his magic through, the Wood Elf anti-magic phase was zipped up tight. Nothing was cast successfully by the undead ones this turn, including bound spells.

The Vampire Lord swooped low, over the glade riders, and into the Wardancers. The elite dancing warriors adopted the Ward Save pose, Shadows Coil. A flurry of attacks from both himself and his mount, were deftly parried, and some even ward saved, with the net result being only 1 wardancer was killed ( Mick was miffed that my Wardancers had learned from my last encounter with a Vampire Lord .... there was no champion in there for him to challenge and overkill! ) This left them with 2 models attacking back, who managed to put a wound on the Abyssal Terror. Combat resolved, the wardancers had won the combat by 1! ( The vamp model should have lost another wound, but either we forgot, or he was within 12" of the BSB.... no biggie. If Mick can remember what happened, I'll update... )

Farther across the battlefield, the Wildriders were now getting bogged down in combat. The skeletons had hit them in the flank, and dragged down the nearest warrior on his majestic steed, killing him with many blows. The remainder of the unit, along with the treekin, finished off the last of the zombie unit, destroying all 5 of the front rank. Resolving the combat, the Wood Elf troops had won by 1. But the Battle Standard negated this, leaving the skeleton unit and vampire unmolested. This turn. The Treekin would now be free to move in their next phase though...

 

Turn 5 - Wood Elves

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

 

 

 

 

 

 

 

 

Seeing her chance, the Branchwraith charged the Vampire Lord's exposed flank. Hopefully, her Annoyance of Netlings would cause him some mischief. Elsewhere,a unit of dryads charged the flank of the undead cavalry, a second unit of Dryads charged the flank of the ever swelling skeleton/wild rider combat, as did the treekin. Surely they would take this unit and it's Vamparic standard bearer down... Lastly, the Alter noble charged the Corpse Cart ( hoping to take down the Necromancer on the back to get my first VP under the belt ). The Gladeriders slipped across to the now uncontested Wickerman away from the main battle area, and the third unit of dryads also made contact with a Wicker Man. Finally, the Treeman moved to observe the dryad/Wardancer/vampire Lord combat, waiting to provide backup should it be required.

The Spellweaver managed to cast Ariels Blessing on the remaining two Wildriders with an Irresistible Force. I also used my Blossom of Begonias card on the BSB ( he was within 12" of the wood ), but the attack failed to wound him.

The gladeriders fired a volley of arrows at the unengaged unit of skeletons slap bang in the middle of the battlefield, killing 2.

Onto some important combats now. The Dryad challenged the Vampire Lord. She focused her attacks on the Abyssal Terror and killed it outright! It already had 2 wounds on it, and her 2 wounds would be valuable. The Vampire in return, hate filled as he was, rained blows down. But for all this, the Netlings had saved her ass, and only 1 wound was taken from her. Combat resolved, the wood elves had won. again, I think something went way wrong with our combat resolution, as I think the Vampire Lord should have crumbled at this point.... but he was left with 1 wound. Again, I might have noted some stuff down wrong here but this is how it ended! At least it meant the epic struggle would go on....

As for the Dryads charging the Black Knights in the flank... they bounced. Oh they got quite a few hits in, and even caused a few wounds, but their ruddy good armour save stopped any wounds being caused! Fortunately for me, both the riders and mounts failed to wound the Dryads in return. I was beaten by 1, but the Dryads passed their break check on a 5.

The combined charge of the dryads and treekin ( although only 1 treekin was in contact ) with the skeleton unit reaped a bodycount of only 4 skeletons ( they made a few good rolls of 6 for armour saves, I can tell you! ) 1 being the skeleton champion. The Vampire BSB swung at the Wild Rider champion, but the 4+ Ariels Blessing proved invaluable, as it saved both of the potentially deadly wounds he caused. This combat, The wood elves scored 8, undead 6. With the aid of the BSB, they only lost 1 more skeleton due to crumbling.

OHSHIT!Oh, for shame. The final combat - Alter noble vs Necromancer ( on corpse cart ). He charged in, brandishing his large weapon, and proceeded to swing it at the Necromancer. In time honoured fashion, he rolled all 1's to hit. How crap is that... And what with him being 'naked', as it were ( no armour to speak of, T3, 2 wounds... I think you know where this is going ), the corpse cart attacked and he was dead. And I was left red faced, as Mick laughed. It made a follow-up move, which to be honest, was more of a victory move if you ask me. Bloody heck, I really thought I'd have that 2nd mage dead to claim the first VP's of the game. Just goes to show, expect anything in a dice-based game...

 

Turn 5 -Vampire Counts

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

 

 

Finally, the Varghulf had found himself a target, in the shape of a Unicorn's rear. And he did charge in forcefully. The skeleton unit in the centre of the battlefield charged the dryads who were currently locked in combat with the Black Knights. Away from the fighting, the Necromancer on Corpse cart slipped away quietly.

Magic phase now, and Mick tried his best to heal wounds back on the Vampire Lord, but to no avail. He initially attempted Summon Undead horde but failed to cast it on a 10. Then, he tried Invocation of Nehek on himself, but this was easily dispelled with the aid of the Wand of the Wych Elm. With the few casting dice he had left, the Necromancer cast Invocation of Nehek on the skeleton unit with BSB, adding 2 skeletons. The Vampire BSB's attempt at the same spell was dispelled.

Mick used his Pit of Shadows ability card on the Gladeriders controlling one of the Wicker Men. Mick seemed very pleased when this killed 2 of them. He was overjoyed when they failed their panic check, and rolling the scatter dice for their flee direction, they ran straight into the Skeletons in combat with the Dryads and Black Knights. And therefore died. 'effing ability cards! I'd definitely be having words with Darryl after the game...

The Skeletons swung at the Dryads they had just charged in the rear and killed 2 of them. The Dryads then attacked back, the ones in the rear rank hitting three skeletons, but only killing 2. In the front ranks, a barrage of blows struck the cavalry. and 5 wounds were inflicted. Of these wounds, most must have found several chinks in their armour, as only 1 save was made, meaning 4 knights had fallen as casualties! The lone knight and his mount struck back, both killing a dryad each! Combat, despite their performance, didn't fall in the Dryads favour ( VC's 8 against Dryads 7 ). They needed 7 or less to bass but rolled 9 and fled. The cavalry pursued ( the skeletons remaining where they were )and yet again they had run another unit down. I'm gaining a healthy respect for Black Knights...

Onto the biggest combat then. The Varghulf had charged the rear of the Treekin and Spellweaver. It placed 2 attacks on the Unicorn, and 3 on the Spellweaver. With rerolls for hatred, it hit then wounded the Spellweaver twice, and the unicorn twice. The unicorn failed both saves and took 2 wounds, but miraculously, the Spellweaver passed all three 5+ ward saves! Payback for the dodgy gladerider 'fleeing itself to death' occurrence last turn... In return, the spellweaver and unicorn attacked back, but the 1 wound that got through from the Unicorn was Regenerated. The rest of the combat was so poor it's hardly work raking over ( at the time, I said to Mick ' Warseer readers will not believe how badly we roll sometimes' Basically, the only wounds caused by all the rest of the Skeletons, Dryads and Treekin was 3 Skeletons dead from the Dryads. Oh, and a wound on the Vampire BSB by the Wildrider champion ( the wildrider saved 2 wounds caused by the BSB in the clash The rest either missed or they passed their saves. Rubbish. Combat resolution was calculated, and the Wood Elves had won by 1. but this was cancelled out by the Battle Standard. Joy.

Finally, the Vampire Lord, still locked in a challenge with with Branchwraith, managed to slip another wound through on it despite the Annoyance of Netling and kill it. This turn, the Vamp had also managed to pull off a draw. Ooh I hate vampires!

 

Turn 6 - Wood Elves

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

 

This was the Wood Elves last push, to try and win the day. The Treeman, deeply angered at seeing the branchwraith killed in it's valiant attempt to slay the walking abomination that was the Vampire Lord, charged with surprising speed considering it's structure, at the Lord of the Undead.

The only magic the Spellweaver attempted to muster was Ariels Blessing again, but Mick was quick to rid me of that one.

As the Treeman charged in, it swung a several mighty blows at the Vampire Lord, hitting him 4 times, and wounding him 3. His flayed hauberk proved not quite enough against his heavy oaken barrage, as the wounds went unsaved. The Undead Lord was dead!

THEBIGTUSSLENear the (now hotly contested ) Wicker Man, the multi-unit brawl continued. The vampire BSB hit the Wildrider champion several times with his infinite hatred and caused 3 wounds. The Wild Rider champion did manage to save 2 of them, but this wasn't enough. He had been killed. Then the Dryads attacked, killing 2 skeleton warriors after saves, with 2 more being crushed by the treekin facing them. Moving to the rest of the treekin unit, the Spellweaver, Unicorn and a treekin all directed attacks at the Varghulf. 2 wounds pierced it's hide, and, amazingly, neither were regenerated! In retaliation, the Varghulf lashed out at the mage and his mount. The Unicorn slumped to the ground, dead, but the 3 attacks that had been directed at the Spellweaver, all of which wounded, were saved by the 5+ Forest Spirit save! Huzzah!!! Mick just looked at me incredulously ( and slightly drunkly... he'd had a few tins by now ). The Undead had lost by 5, and with the banner's help, only 4 more were removed from the unit. The Varghulf suffered no further wounds from this round of combat. Dodgy crumbling regen saves...

With the Vampire Lord dead, the magical bonds holding the army together started to unravel. The Black Knights didn't suffer any wounds, but the unengaged skeletons mid battlefield lost 5 of their number to the effect.

 

Turn 6 - Vampire Counts

A- Vampire Lord
B- Vampire BSB
C- Vampire
D- Necromancer
1- 20 Skeletons
2- 20 Skeletons
3- 20 Zombies
4- 10 Black Knights
5- 5 Dire Wolves
6- 5 Dire Wolves
7- 1 Varghulf

A- 1 Spellweaver lvl 3
B- 1 Alter Noble
C- 1 Spellsinger lvl 1
D- 1 Branchwraith lvl 1
1- 8 Dryads
2- 8 Dryads
3- 8 Dryads
4- 7 Glade Riders
5- 10 Gladeguard
6- 8 Wardancers
7- 3 Treekin
8- 5 Wild Riders
9- 1 Treeman

More crumbling for the undead army. The Black Knights saw a warrior and his steed fall victim, as did the lone skeleton warrior unit who suffered 8 casualties. Mick had seen that the game was lost, and didn't even bother moving the knights or the dissipating skellies. He shuffled the corpse cart into a position where he could use the bound ability it carried.

Magic, and Mick tried his best to raise extra skeletons, and get them to ASF. But the Spellweaver was having none of it. He used his wand of the wych elm ( finally ) a couple of times to good effect, negating this last gasp attempt by the Necromancer to swing the final combat their way.

The Dryads managed to slay 6 skeletons this round ( better than they'd done all game... ), but the real coup de grace came in the final couple of combats. The Vampire BSB struck and wounded the final Wild Rider 3 times, and in another round of uncommonly good rolls, all three were saved by the 5+ Forest Spirit save! Mick was very verbose over the rules-laden cheatiness of Wood Elves at this point.... I refrained from any tit-for-tat comebacks about he Vampire Pot calling the Wood Elf Kettle Black.... ANYWAY, the wild rider and his horse attacked back... and BOTH wounded the BSB, who failed to save either wound and was now also dead.

Just to rub salt into the wounds, the Treekin and Spellweaver ( now on foot ) threw as many attacks at the Varghulf as they could muster. Of the 5 blows that hit, 3 wounded it ( 1 was the spellweaver believe it or not... ) and it actually failed it's regen saves and croaked it too! First Varghulf kill for me since the new books inception! A result in itself... With that, the rest of the unit collapsed into a heap of old bones.

Their endeth the game.

 

The Result

 

WOOD ELVES - OBJECTIVES

OBJECTIVE 1- Control any 1 Wicker man by end of game - 1VP

OBJECTIVE 2- Kill 2 undead Mages by the end of game - 1VP

 

VAMPIRE COUNTS - OBJECTIVES

OBJECTIVE 1 & 2- For each Wicker man under Vampire Count control by end of game - 0 VP

 

 

Major Victory for the Wood Elves

 

 

Afterthoughts

 

Flippin' 'eck. I hate facing Vampire Counts usually, and going into this game was no different. The idea to collapse and deny a flank seemed to work well, never really letting the VC's faster units a chance to strike decent target choices throughout the game. This left me in a position to dominate one Wicker Man and hold it for the whole of the second half of the game The Alter noble managed to take out a vamp and do a bit of marchblocking too, but the icing on the cake for me was the fact the spellweaver not only survived the game, but assisted in killing a Varghulf! Bonus.

As for the Vampires, I think they may have suffered from being a little bit too 'Jack of All Trades', with their magic not being as persist ant as usual, nor the Vampire Lord being as all-out combat orientated as I'd expected ( don't get me wrong... he was still a bloody hard sod. It took a Wardancer unit, Branchwraith and finally a Treeman to take him down! That's nearly 600pts of troops! )

Mick would agree I'm sure it was an entertaining game. I'm convinced the next time they meet, it'll make this game look like a practice run.

MAN OF THE MATCH

THE SPELLWEAVER

MOTM

Man of the Match, mainly because it is my most recently painted model and it didn't get killed first turn ( as they always do... )! Also, 'cos he was party to killing a Varghulf helps a little... BTW it is actually around 80% finished. Still got some highlighting to do... The old style Wood Elf steed has had a lot of greenstuff conversion ( even the mouth... ) and is my first major attempt at sculpting greenstuff. Didn't come out too bad at all.

Thanks for looking in,

Peegore