Showing posts with label Vampire Counts. Show all posts
Showing posts with label Vampire Counts. Show all posts

Thursday, August 4, 2016

New Fell Bats/Great Bats

Put together these bad boys last night. They are Titan Forge Jawbats from the Drakskulls Menance (undead orcs!) range. Fantastic models and so easy to work with. 

The Jawbats themselves are one complete piece, which makes assembly so simple. They are pinned to the scenic bases (which came with the models, awesome!) for stability.

Looking forward to using them as Fell Bats/Great Bats for WHFB 8th and T9A respectively. 


Wednesday, July 6, 2016

Blood in the Badlands Round 2 – VC versus Ogres in the Watchtower

The VC had acquired a bunch of gold mines and the lure of the coin was too much for the Ogres to resist invading. The VC counter invaded and as the smaller empire (after losing the last battle) got to pick the army they would fight with...

VC:
2 blocks of 30 zombies with banner, 40 skeles with command, 2 dog units,10 black knights with command, 2 hexwraith units, mortis engine, 1 banshee, mounted l2 vamp lord and mounted wight king bsb


Ogres:
2 blocks of 8 bulls, block of 8 guts, 2 leadbelcher units, tyrant, bsb, l2 butcher with gut magic.

Terrain set up included 2 arcane buildings we rolled on, one getting haunted mansion (d6 S1 no armour hits on units with 6” at end of shooting phase) and the other something that made units within 6” stubborn. Watchtower in middle. Swamp off centre, hills and forests around the outside.

Ogres “won” the roll to control the watchtower & could not garrison. VC took side without the killy mansion and went first. Ogre characters split across units as each had a magic weapon (kill those hwxwariths!) and I also had sword of anti-heroes.

VC marched skeles, zombies, bk bus, and more zombies in the centre. Hexwraiths and dogs pushed up the flanks. Mortis supporting skeles.

Ogres decided to beat up some dogs and this is part way through their first turn (photos are from old cell phone so not stunning..)



VC skeles & banshee then jump in the building. Both Hexwraith units make short work of a leadbelcher unit and overrun – one into the forest the other into bull unit with bsb.

Ogres beat up the dogs in short order and start the tower grind with the ironguts + tyrant. Leadbelchers on my right flank that beat up dogs return from overrunning off board and start shooting the knight bus. About 20 zombies disappear from tower.



Zombies reform to face leadbelchers. Mortis engine fails to charge bulls on left flank (1,1,2 on charge roll) but I get a 12” nehek bubble off replenishing knights, zombies, hexwraiths in combat and skeles in tower.

Ogres hit the tower again & kill 20 more skeles, and shoot some more knights off past the zombies. Bulls in the back clear up one Hexwraith unit in their turn, turn around then charge and finish off the other hexwraiths with a flank charge. Bulls make a long charge into mortis engine.

Skeles abandon tower and zombies (pictured on hill) jump in. Zombies on right engage leadbelchers. Knight bus backs off. Cast van hels on bus to discourage charge and mortis engine loses badly against bulls and blows up.


The bulls on left flank make a super bull charge into bus and get regen spell off. Meanwhile the other bulls aren’t keen on getting stuck in the unknown swamp and make their way around to beat up the skeles. The zombies get hammered in the tower. The bus loses combat and about 5 knights.

I eventually grind the bulls down (damn regen). The bulls flee into the swap – are not caught by knights despite trying - and it turns out to be the Ogres worst nightmare mist wreathed swamp (initiative check at end of movement phase, fail and lose D6 MODELS!).

Ogres casually pass initiative check so knights go after them and pass initiative but lose 2 to normal swamp dangerous rolls. Skeles engage ironguts in flank to hopefully hold guts for another turn. The winds of magic stir and I get 12 dice, so I throw caution to wind and 6 dice both spells - get a 18” nehek off and a 12” bubble van hels.

I didn’t take any more photos from here but this may illustrate. Zombies remain in tower. 


Knights wipe out the bulls (who pass another initiative check) and overrun into the guts. The guts are now engage on both flanks with re rolls to hit on VC side. Vampire lord challenges Tyrant and does 3 wounds while taking one in return. The ironguts are decimated by knight lances and flee – then get run down.

Game ends turn 6. Post-game campaign the army scattered for home and the tyrant lost 1 attack. VC got 20pt to spend on a banner but already have magic banners on skeles and knights so cannot use it.

Rough game for the Ogres. VC were fortunate to have first turn and get to the tower first otherwise I would not have been able to push them out. While the mortis engine fluffed an easy charge and cost me the left flank, a timely super magic phase enabled me to clinch the win. Turn 2-5 ogres were very close to getting the tower with the ironguts must have killed about 100 models + (including start and grown models).

Look forward to next round!

Sunday, June 26, 2016

Triumph and Treachery in the Badlands

Kicked off my part in the WHFB 8th ed blood in the badlands campagin yesterday. For some reason the Vampire Counts, Ogres and Dark Elves all decided they wanted the marshes of madness so we opted to play a Triumph and treachery game.

More photos will be coming on Jerkhammer blog soon - but I managed to take one snap reasonably early in the game:


So I rolled and ended up with a foot vc army with no screams, no death magic, 40 unpainted grave guard (I started VC in 8th) - and over 100 zombies (just to start) marching forward. Not super effective but was impressive looking!

The Dark Elves were brave to take the centre and flip the bird to both armies. I managed to get a zombie unit across to the centre of the board turn 1 thanks to a decent charge. They managed to survive 4 turns of various agression - taking wounds and being raised - even taking out a giant before going down. 3 Elf comets took chunks from my army while Ogre cannons aimed at my vampire lord but overall only lost about 10% of my forces at the end

However as I had struggled to make it far across the board to engage the Ogres and we ended turn 5 with the Ogres grabbing the last few points by beating on the Dark Elves to secure a victory (and a long lasting grudge from unforgiving Dark Elves)

Monday, April 13, 2015

Sigmar’s Blood - The Midnight Hunt

Wil and I (Ryan) played the first mission from Sigmar’s Blood  - The Midnight Hunt.

The Midnight Hunt represents the first clash between the Witchhunter Alberich von Korden and the Necromancer Ghorst. Von Korden is a deputy of Grand Theogonist Volkmar the Grim, and he has been operating in Slyvania for some three years, ratcheting up three confirmed vampire slayings in that time. Together, Grim and Von Korden have been instructed to crusade into the Vale of Darkness in order to test whether the previously thought dead Count Manfred Von Carstein had been manipulating his evil again in that realm.

The battle begins when Volkmar the Grim instructs Van Korden and a small force to retake the Deathknell watch still standing at the base of the Konigstein Tower. The Konigstein tower had recently been overrun by the Necromancer Ghorst, who was supposedly trained in his art by Manfred. The Deathknell watch had strategic importance because a victory there would bouy the crusade and supply place from which the Sigmarite crusade could signal the remainder of the empire for further aid, which it would inevitably require.
Armies and set up as defined by the book. We both mused at our respective generals being forced to stand in the open.

Ryan’s general was Ghorst, a lvl2 necromancer on a corpse cast with the cursed book. His force is nicknamed the Ghorst’s Nightstalkers and it contains 20 skeletons with full command, 20 ghouls with a Ghast, and 10 dire wolves with a doom wolf (who have ambush for this game).


Wil's general Van Korden the witch hunter with light armour, the white ring of templehof and a great weapon. He bravely leads the “Faithful Few” a force comprising of  20 swordsman with command (halberdier models), 10 handgunners, 8 knights, and a great cannon (trebuchet model).



The empire forces currently have +1 LD in the campaign, we both roll 4 to go first, but because Ghorst has the jump on the Empire he  gets +1 to see who goes first. Consequently Ryan goes first. To his glee!


Ryan’s first turn consists of moving the corpse cart behind the wall and starting the ghouls to move to join the line (4" - way beyond march). Magic is a big phase, van helsing (get it?) the skeletons forward and then a gaze of nagash into Van Korden causes 3 wounds, Wil saves one but his general is down first turn - the swordsman hold on their panic, but already Volkmar’s crusade is losing crucial momentum.



Ghorst spots the enemies emerging from the morning mist. Quickly positioning some walls both skeletal and stone between him and the enemy, he spots their leader Van Korden. Before the cursed witch hunter can react, Ghorst summons bolts of dark magic that hurtle into his chest and wither the flesh, burning him from the inside out. Van Korden falls, he will play no part again in today’s proceedings. Will Vokmar’s faithful ally be well enough to ride again with his master?


The Faithful Few seeing their leader go down immediately lose heart, the Knights of the Blazing Sun fail what is an easy charge into the undead skeleton horde, the Sigmar’s Son’s swordsmen back away from the advancing necromantic hordes and the crew of the “Hammer of the Witches” fire wildly at Ghorst rolling a 10 to hit and overshoots the wiley necromancer (did not go 10 from the back as it would hit the fence on a normal roll). Their resolve weakens...
in Ghorst’s second turn, the dire wolf pack arrives in ambush and threatens the cannon, while a standoff develops in the middle. Ghouls march to support after Ghorst moves to get them in command range. Ghort’s Cursed book spits out a Withering but range is too short. However, extra eager for the kill and to break his wavering opponents the Necromancer Ghorst mispokes his incantation, rolling a 1, 2 and 3 on three dice to cast costing a crucial magic phase.



Ghorst, not too fond of the cannon ball hurtling close by his head, is thankful his dire wolf pack have managed to outflank the army and approach the crew for a feast. He realises that further retaliation will be coming, and bends his will upon a nearby pack of ghouls who move to support his skeleton minions. However his lack of concentration on the winds of magic causes a cascade of failures - thankfully none harmful.




In the “Faithful few’s” second turn, the swordsman and gunners reform to counter the direpack’s surprise menace of the cannon, the Silver bullets cock their handguns and fell a few wolves, but many still remain. The crew of the “hammer of the witches” draws another bead on the general but this time they fire too short, destroying only the fence behind which the craven Ghorst lurks. The Knights of the Sun this time successfully charge their opponents and begin the grind against the skeletons, with the unit getting cut in half after crumble but holding.



The faithful few surrounded on both sides by the necromantic hordes turn to face the wolves threatening their rear, not only would they likely overrun the holy cannon, but then they would be free to threaten rear charges on the other empire combatants. Any thoughts of retaking deathknell watch, are now subsumed purely by the desire for survival.





In Ghorst’s third turn, the ghouls charged to support skeletons, the direwolves hit their first target, the dreaded Hammer of Witches cannon, to blight its existence forever. Ghorst, encouraged by the lack of personal threat with the cannon under attack, summons a powerful necromantic incantation bubbling Van Hels on both infantry units in closer combat. The direpack kill two crew of the hammer of the witches, but the heroic crew cause three wounds in return, stalling the direwolves into a draw. In the central scrimmage between the knights of the sun, the ghouls and the skeletons,  the Knights save some 16 wounds, thanking Sigmar that they had properly equipped their barding and heavy platemail.  1+ saves the day with a single knight going down. Knights hold after losing from static res.

The ghouls sense warm flesh and leap into the flank of the knights while they distracted in the mire of skeletons. Frustratingly for the Ghouls, their poison dripping claws have little effect against the knights’ holy armour. They are not the kind of creatures to be dismayed however, and continue their scraping and scratching in their constant search for a weak spot and the proffered morsel of food. The hounds savage the crew of the cannon without thought to their own losses or the others humans moving to support. Ghorst is content to merely observe and let his minions fight it out, keeping them under his powerful will in order that they do not falter.



In the Faithful Few’s third turn,  the Silver Bullets eschew their blackpowder weapons, and in a desperate attempt to rescue the remaining cannoneer charge the direpack. With their rear, and escape path, secured the Sigmar Son’s swordsmen again turn around to face the primary necromantic forces. Can they now rescue the knights? In dire wolf combat, the Silver bullets run down and butcher the direpack, but not before the remaining stoic cannoneer becomes another soul lost to damnation in Sylvania. In the central combat, the Knights hold out desperately, versus the hordes of relentless ghouls and skeletons buoyed by the necromancer’s incantation, which speeds their strikes. One more Knight falls, but the remainder hold somehow….. 






There is a bit of a gap in pictures here, from Ghorst’s turn 4 as things were getting closer as the empire seeked to regain some advantage.

In Ryan’s turn four, he rolled a 1 dice doom and darkness from the cursed book, Wil was forced to shut this down in order to save the beleaguered Knights. Nevertheless, the ghouls and skeletons thump the knights though, slaughtering 3 more of their galant number resulting in Ryan winning combat by four but again the brave knights refuse to flee.

The ghouls relentless clawing finally pays off, dragging knight after knight from their mount and tearing them limb from limb. Despite the onslaught the Von Korden’s horse refuse to give up hope of holding the combat long enough for the support of the Sigmar’s Son Swordsmen.



Wils' turn four the swordsman counter charge the ghouls, disrupting the Ghoul’s massed  ranks and doing fair amount of damage. This causes Ryan to lose combat by a fair bit (7?) and finally, all the skeletons crumble.
In Ryan’s turn five, the ghouls manage to drag down another knight and hold both units in place while Ghorst move back to the corner of the board, abandoning his minions. They are struck down, leaving only one Ghast left.

Distracted by how pleased with himself he is, Ghorst fails to note the arrival of the swordsman into the melee with the ghouls. Watching his minions now outmatched, he continues to exert their obedience to keep the humans busy while he makes his retreat. His job done, he turns to leave the battle, abandoning his forces. There are always more bodies to serve.



Wil's turn five the Ghast goes down thrashing, killing one more knight and leaving the single Knight of the Blazing Sun alive. The swordsmen look to recover their fallen leader Van Korden, perhaps something can be saved from this engagement if he were to be found still alive? Yet Von Korden’s forces were still to face one final malicious twist of fate from the victorious Necromancer.

On Ryan’s turn six,  Ghorst retreats to safety to the corner away from any possible empire charges,  and gleefully incants out one more Gaze of Nagash for good measure upon the remaining Knight of the Blazing Sun, melting him down to his bones in his armour.



With one final look at the battle, Ghorst notes a single knight dispatching the last of his forces. In a last bout of spite, he rains black necrotic death on this heroic champion, pummeling him and his mount in a furious display. Amused and please with himself, Ghorst flees for the hill, considering this a successful foray for his Master Manfred.



Results:
Empire, 3 VP (Dire Wolves, Ghouls, Skeletons)
VC, 4 VP (General worth 2 VP, Cannon, Knights)
Ghorst successfully killed an enemy unit/character in the magic phase and gets +1 to cast
Wil's Knight champ was involved in a combat that wiped an enemy unit so gets devastating charge

So while the VC were wiped out entirely except for the necromancer - it was a win to the VC. For the forces of Volkmar, there will be no chance of additional support from the Emperor. Volkmar will have to deal with the increasing masses of Manfred on his own. Manfred meanwhile, buoyed by this success has another field of the fallen  from which further minions can be raised to support his machinations!


Tuesday, September 16, 2014

Cracks Call 2014 List - Speed and Sound

The last weekend of the month sees a 2000 point Fantasy tournament being held in Masterton, Cracks Call is its name and I'm expecting a fun weekend at the venue.

Now I had a 2k Daemon list nicely provided for me from fellow Stone Falls Massive team mate Joel BUT as we are in the midst of the End Times in the Fantasy world I just had to get the Vampire Counts off the shelf.

Now the points shift to 2000 points from the usual 2400 means there are a few toys you cannot take so maybe it's just better to try and do one or two things well.  So speed and scream attacks seem like a good idea.

Vampire Lord, heavy armour, shield, Level 2(Vampires) Hellstead, Dragonhelm, Skabscrath, Opal Amulet, Aura of Dark Majesty, Curse of the Revenant

Vampire, BSB, Level 1(Vampires) Heavy Armour, Shield, Barded Steed, Book of Arkhan
Necromancer, Level 1(Vampires)
Tomb Banshee

20 Zombies, Standard
20 Zombies, Standard
20 Zombies, Standard
20 Zombies, Standard
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves

8 Black Knights, FC, Barding, Lances

Terrogheist
Terrorgheist

Yeah it'l be fun

Monday, September 16, 2013

Warpfire - The Undead finish 3rd!


On saturday Warpfire was held in Wellington.  It was a 1000 point no comp event and boy was it fun.

I don't know if it was the smaller games, the shared table space or the 5 games in one day but I don't think I have laughed so much at a wargaming event as I did at Warpfire - all for good reasons I might add.

So thankyou to all the chaps I talked too and played against.  As usual it was nice to catch up with players who I only see at Warhammer events.  Thanks to Pete Dunn for organising the event and subbing out due to odd numbers and big thank you to Locky for Umpiring the event and bringing back some meaning to painting scores.  For the post event rabble over the now and future painting markings have a look over here.  I for one was under the impression there always was a criteria and it had just been generously ignored over the last year or so.

Anyway if you having Dice problems I feel bad for you son, I got 99 problems but a 6 ain't one... well most of the time...

Game 1 - Jeff 'Pink Shirt' Kent - Orcs and Goblins... or was that dwarfs in disguise...
 Jeff had a large block of Savage Orcs, 2 Spear Chukkas, Rocklobba and Doom Diver lead by a Black Orc BSB and a Savage Orc Shaman Lord.  Jeff castled up on a hill and I enquired as to the where abouts of the Orcs stolen dwarf helms.  We got straight into it and things did not go well for Jeff.  Misfiring and inaccurate warmachine fire plagued him and I pushed through a couple Curse of Years and Gaze of Nagash over the 3 turns the game lasted.  The Savage Orcs got whittled down while my Dire Wolves and Crypt Horrors got rid of his warmachines.  In the turns remaining Jeff and I worked out I could claim the maximum bonus points netting me a big WIN.

Game 2 - James Millington - Warriors of Chaos, look an actual army.
I enjoy playing James and this time was no different.  James had a Hero on a Daemonic Mount, Tzeentch warriors, couple dog units, Trolls and Skullcrushers.  This game used the Fortitude rules so if I could kill the mounted Hero it would be a big plus for me.  The game quickly became a grind as my Crypt Horrors blocked up the Skullcrushers and Trolls while an ever growing Zombie block held up the Tzeentch warriors.  After a couple dud rolls the Banshee and Engine cleared their throats and did some decent scream damage swinging things in my favour and after James made an exceptional amaount of ward saves I broke his Hero in combat and ran him down giving me the win.  I did not get maximum bonus points and James did not have too many standards but I got a big WIN all the same.

Game 3 - Hamish Gordon - Empire, well WoC masquerading as Empire right?
I was feeling good about this match up.  This was the kind of army my screams do well against.  Two units of 4 Demigryphs, block of knights and a couple characters.  Should be able to take this right... right?  So... I go first, have my movement phase then move onto magic.  I take 3 dice and attempt to cast Curse of Years I think?  It all gets a bit fuzzy here as my 6 comment above comes to haunt me.  There we go two 6s for an IF and the Master Necromancer yanks the chain the warp toilet, down the hole he goes...  So with the average leadership of my army being 2 my undead horde craps itself and pretty much falls apart.  Max win for Hamish. Hamish is gracious in victory and after we and our neighbouring players have a good laugh we play again for fun where he still wins but on less points and more bonus points for me.   LOSS for me.  Have to pay that VC tax sometimes.

Game 4 - Peter Williamson - Bretonnians, terrible list right?
I have played Peter before and know he is a cunning creature but looking at his list of knights, men at arms, archers, trebuchet and mounted yeoman I was feeling like the screams and regeneration of my army would stand strong against them.  Nope! I moved my Master Necromancer and his Zombie entourage into the Skullvane Manse that dominated the board and moved my other units into the 'box' where we would score bonus points.  I will point out now that the start of the game was delayed simply by all the terrible 'box' jokes from all the players along our stretch of the table, myself included.  I blame Joel and James ;P  Anyways through great application of Beast magic and maneuvering Peter slowly took my army apart.  I was still ok with this until his Men at arms unit and Prophetess charged the Manse where the moistened bint turned into a freakin Dragon!  Much gnashing and stomping of Zombies ensued and my Necromancer vanished from the table as did his control over my remaining undead forces.  I think Father Lukin the Necromancer simply hid really really well within the Manse, it was a Greater Fire Dragon that the Prophetess transformed into afterall and he wasn't having a bar of that.  LOSS

Game 5 - Neil Williamson - Bretonnians, time for revenge on the Williamson name.
Like Peter I have played Neil before and knew this would be a nice friendly game to end the day on.  Unlike his son Neil had gone for a simple theme, Knights, Knights, junior Knights and flying Knights!  Surely against all those armour saves the screams would power up?  The lack of magic in Neils army let me add many many zombies to my units and repeatedly cast Curse of Years on his main knight block only for him to throw all his dice at it in his own phase.  Neil did his best to out manuever the slow undead but I managed to hold him up with Wolves, Bats and Zombies.  Neil had one character with a Wyrmlance as well to ruin my regenerating day with and try as I might to block him up he did manage to charge out of his escorting knights through a gap and into the Crypt Horrors with a supporting unit.  I did manage to break a flanking unit of knights early on as my Banshee lurking in a zombie unit screamed like a champ and sent them packing.  Neil then charged the rear of that same zombie unit with his Pegasus knights and along with the central combats the game turned into a grind of hooves, lances and reanimated limbs.  About half way through the game we had attracted some spectators who reminded us that this game contained a curse box in the centre of the table, not only that but my Mortis Engine and banshee seemed to appreciate the crowd and performed for the masses.  After being left on a single wound and having no more zombies left to absorb bleeding CR the banshee let fly and double 6'd, screaming the peggy knights into oblivion.  I then screamed into the main knight block with the Mortis Engine and double 6'd there too!  Following this the ragged remains of the Bretonnians fled from the undead but not before taking a ridiculous amount of strength 1 wounds from the cursed box.  I followed this up the next turn by rolling an 11 to Neil's disbelief finishing off what he had left and ending on a big WIN.

So after packing up Locky whent through the results and to my confusion I had not been called out before hitting the top 5.  I ended up 3rd overall which I am extremely happy with and have my first Warhammer Fantasy podium position.  I did score well in the painting category and netting as many bonus points as I could really helped.  I also now have the Vampire Count Icon for the NZ rankings.  I dont think I will hold it for too long but having it currently in my dead clawed hands gives me some motivation for future events.

So again thankyou to all the fellas I played and caught up with and of course thanks to John Murrie for the ride home and Adam 'the people's champion' Richards for the entertaining conversation while doing so.

Friday, September 13, 2013

Warpfire - The Rise of the Necromancer


After enjoying a mix of Mordheim and 40k over the last three weekends, I will be heading to Wellington tonight.  This Saturday Warpfire is being played, a 1000 point one day Fantasy tournament.  There is no comp and you can check out some of the lists over on Fields of Blood.

Now I had this list worked out well before the 'veto' option got lifted, should be good for a fun days gaming with some different scenarios.

Master Necromancer, Level 3, Lore of Vampires, Seed of Rebirth

Tomb Banshee

5 Dire Wolves
25 Zombies, Standard
20 Zombies, Standard
20 Zombies, Standard

6 Crypt Horrors
2 Fell Bats

Mortis Engine

It is unsubtle and moves about as a large brick.  With a multitude of 1+ saves and low model counts to fight against I will be praying to Nagash to roll high on the two screams I have.

Tonight we also officially start a Dreadball league where I shall be coaching the Star Spangled Strikers in the debut season.


Saturday, July 6, 2013

Stone Falls - WHFB - The Night Lord Cometh


Finally we have the tale of what lies buried beneath the Stone Falls

Torchlight illuminated the rough granite walls of the cavern. Lukas' congregation moved aside as he stalked past them. His black robes dragging through the spilt ichor of the arachnids who had until moments ago made this cave their lair. “Put those corpses in the ante chamber, the fallen shall still serve the Night Lord” he barked.

As his followers hauled aside the remains of man and eight legged beast, Father Lukas Gistofarian snatched a torch from the hands of a stooped man, Lukas recalled the man, Pioter had come to their group from the alleyways of Nuln. A life in the powder choked slums of the Engineer's city had robbed Pioter of health and livelihood but here in this group all were equal under Lukas' tuition and guidance.

Lukas held the torch aloft and with a gnarled hand scrapped the lichen from the ancient stone work. Runes from ages past marked the worked stone, a door concealed in the natural rock. Lukas whirled around, his men looking at him expectantly.
“Bring the tools and get to work. This is what we seek brothers, the Night Lord's resting place!”

Robed men from all walks of Imperial life toiled at the door. Their tools breaking the seals set in place centuries ago. Hired blades from Marienburg looked onwards, looks of amusement and contempt directed at the fanatical group. Lukas cared not for the opinions of the mercenaries, as long as they defended his men while they were at task. Their ignorance at the significance of this find would soon be resolved when the Lord of Eternal Shadow walked this world once more.
 
Stale air filled the chamber as the seals broke. Escaping gases from an ages confinement caused a fit of coughing and retching amongst the mercenaries. Now his followers sneered and shared knowing looks. The hired swords may be hardened individuals, but the constitution to consort with that required of Lukas' flock was beyond them. As a pair of heavy set men in tattered clothes shoved the doorway open, Lukas stepped into the darkness drawing his enchanted dagger.

A massive chamber cut from sand coloured stone opened before him. Four thick slab sided pillars supporting the ceiling and dust caked webs hung between them like funerary shrouds. Father Lukas stalked I, drawing a length of twisted black ironwood from the confines of his vestments. Muttering arcane words under his breath, the wand responded and emanated an otherworldly purple light.  

Leading his men, Lukas forged on through these forgotten chambers. Passageways were lit with torches and oily smoke trickled into rooms where the walls were decorated with faded scenes of battle. Images of crude towns set to flame and legions of skeletal warriors marching to war were seen by living eyes for the first time in this age. A well or pit of sorts dominated the centre of the next large chamber. Clicking and scraping noises echoing up from its Stygian depths. Brave or foolhardy men clambered to peer over the bricked edge, one dropping his lit torch into the darkness. The group strained their vision to follow the fire's descent and as it finally hit the bottom far below the men recoiled. Something moved in the depths, undulating past the patch of fitful illumination, something old and terrible, better left to the subterranean world than be seen by the fragile minds of the surface. Even the horrors witnessed and committed by these men were paltry in the presence of what they failed to comprehend below.

Lukas considered stealing a glance but caught himself. He needed his wits about him as unknowable threats could conceal themselves anywhere in these forgotten halls. “Away from there you fools” he cried, his words breaking the bewilderment of the men. “We do not seek what lies below. Our liege will be in an elevated chamber as befits his station in command of the Berserker's legions. Away from there and search these other passages.”

Days passed in the dark barrow, flickering torchlight failing to mark the passage of time. As his men worked at internal seals within the complex. Lukas made forays outside into the forest air,  word had come to him that the curious bastard Otto Mannfried was rushing about the area, spooked at portents and signs. Well so he should be, once the Night Lord was freed these hamlets and hovels within the Reikwald would burn. How dare they lay claim to the Darkthorn wood, when the Nightlord had ruled it with blade and an army eternal.
 
As the excavations continued, alcoves filled with tribute caskets were found.  Coins, gemstones and trinkets of past conquest were ignore.  The material goods were of little concern, let the sell swords who stood guard in the entry caves take their fill when the faithfuls work was complete.  They had found the last door at the end of a long stepped hallway.  Etched into the stonework was a massive knotwork design of ancient tribal design.  In the centre of the swirling mass sat a fanged skull, it's surface stained to an inky finish absorbing the torchlight.  Lukas screeched orders to his followers who burst into renewed action.  Picks and massive pry bars were hefted up the stone steps and labour on the door ensued. 
 
As Lukas supervised the work he was oblivious to what was going on further back in the complex.  Adventurers from Stone Falls had discovered the caves and the mercenaries within.  Negotiations had failed horribly at the ends of sharp blades and crossbow bolts.  The adventurers, an embittered trio had worked their way through the cleared halls dispatching Lukas' followers with extreme prejudice.  They had slaughtered the watchmen and their hounds in the pillared entrance.  The men in the well chamber had all perished to the adventurers magic and weapons, the scout in the group pinning a faithful brother to the very stone walls with the force of his arrows.  A pagan man of the forest split open clergymen who did their best to defend themselves with spear and tools.  The third invader, a man of luminous complexion flung bolts of arcane energy as his malformed homunculus cut apart Lukas' flock with its talons limbs. 
 
The screams of the dying echoed up the staircase alerting Lukas to the grisly demise of his men.  With panic he urged on the labourers.  Swiftly the intruders swept up the steps and set to murder. Lukas called on the power of his wand and ensorcelled the pagan druid with dancing blades.  As his followers bled upon the ancient flagstones a final burst of frantic action had the last standing follower break the seal on the final doors.  A gust of stale air exhaled from the doors, cold seeped into Lukas and the trio from Stone Falls.  The luminous mage fled as a crash of stone sounded within the darkness of the crypt, a heavy metal footfall followed and living shadow crept through the opening.  As the pagan and archer cautiously retreated Lukas turned to witness the resurrection of his Night Lord.  The heavy stone doors rumbled open and a figure clad in layered plate strode out. The towering warrior surveyed the carnage, his empty sockets pooling with living darkness.  Lukas squealed in delight as the arisen warlord took another step toward the interlopers but his euphoria was cut short as the ranger fired a lethal arrow into Lukas' sunken chest.  Lukas' voice devolved into a wet gurgle as blood erupted in his throat, his knees cracking as they hit the stone floor.  He looked pleadingly at the Nightlord but his silent call for help went unanswered as the ancient Wight moved on past, an unknown goal the priority of his reinvigorated undead mind.  When Lukas's skull split upon the cold flagstones his dying sight drank in the image of his risen sovereign ignoring the intruders and disappear from view as he descended the steps.  With the last of his vital fluids seeping away Lukas felt the final defilement as the adventurers gathered their resolve and looted the corpses of about them, his own fingers prised apart and the arcane tool pocketed like a common trinket.  With his final pulse of life Lukas heard the confused mutterings of these men, these living fools.  The Nightlord had been freed and now he would gather the rest of Morkhain's fallen court and these lands of men would burn once more.....
 
...Lukas peered through milky orbs, his mind working at a crawl to comprehend the scene before him.  He moved with faltering steps, his body now one amongst legion.  Across muddied ground stood a wall of scarred timber where tiled and patched roofs sheltered within.  Lukas rasped and worked his rigor stuck jaw, his groan echoed by those animated around him.  A mental push caused the entire horde to surge forward like pieces on a board.  Lukas understood now, he knew even as the mind that was his own faded away, that he would serve the Nightlord, now and until the Empire itself was ash.

Wednesday, July 3, 2013

Stone Falls - WHFB - A Master of the Black Arts

The next tale in the lead up to Saturdays game comes from Ryan, who will be my ally in command of the joint Vampire Count forces.


Ithric had always wanted to go one step further that his peers. He dreamed of a life beyond the horizon, going further, discovering more, experiencing everything that life would have to offer. It was unfortunate for him that the lottery of this world had drawn him as a farmer’s second son who would forever live under the shadows of his betters, toiling until the grave, or so was expected of him.
His curiosity with texts and arcane knowledge was piqued in his youth when a travelling nobleman was in the area. Though he was forbidden to interact with the entourage, he waited until night fell and snuck inside the carriage while it was empty. Discovering books of old sorcery and mystic science that he did not fully appreciate, he was immediately enthralled by the potential that was enclosed in the pages.
The theft of the books sparked an outrage that lead to a witch-hunt, and Ithric had to think fast. Not entirely sure of where he got the idea from, he framed another local child who was summarily burnt at the stake. That boy’s face would be present in many nightmares throughout Ithric’s early adult years.
While having to work on the farm during the day, his night forays into noble libraries near and far developed his roguish talents and further expanded his secret cache of knowledge. One night as he snuck out he unwittingly passed a pack of bandits who would later sack his town. Upon his return vengeance burned in his heart, the skies split, and the dead rose. The bandits were not expecting a follow up attack; and while many of their number fell, they were hardy men and Ithric was a novice in the practical arts of his chosen career. He was nailed to a tree and left for the wolves by the remaining bandits.
His sorcery, though amateurish in execution, had a raw power behind it that drew a nearby vampire’s attention. He found Ithric’s broken body barely clinging to life and gave him the blood kiss; one could always use young and talented followers. The vampire had underestimated the young acolyte though, and as is the way of their world the student eventually betrayed the master once he had learned all he could.
The blessing of vampirism had invigorated Ithric, and his necromantic arts had progressed dramatically. The winds of magic blow in strange directions however, and many years later his activates drew the witch-hunters. His library was raided and burnt to the ground. He was gravely wounded, and fled to the south. Vampires are hard to kill and they never forget.
Many centuries passed, Ithric learned many arts from both living and dead - knowledge almost never obtained willingly from the subject. Ithric always knew however that one day he would return to his home, a sleepy hamlet now known as Stone Falls….

Thursday, May 2, 2013

Post Runefang VI

So another enjoyable Fantasy event has been and gone. I ended up slap bang in the middle of the field which is actually where I expected to be with the list I took.

Game 1 Hugh Dixon Daemons – Big Khorne force, We exchanged chaff early in the game. His Skullcannon and a Terrorgheist exchanging fire over multiple turns. In the last couple turns the Ghoul King and skeleton block plowed through 2 blocks of Bloodletters with a flank charge and overrun! Random Daemon magic events seemed to hurt me a lot more than him including taking 5 wounds off a Terrorgheist. – Draw

Game 2 – David Appleby Skaven – Hoorah Skaven… I always enjoy playing David and this was no different including the novelty of seeing Rat Ogres on the table. I was actually doing fairly well in this game clearing up what points I could from him until some accurate template fire wrecked half my skeleton block and then the ghoul king failed 1 regen save and crumbled – last dice roll of the game too! If he had of survived it would have been a draw at least. LOSS

Game 3 – John Murrie Dwarves – It’s Watchtower, John puts Quarellers in the tower, I charge with skeleton bus and take tower. Add all my characters to the tower and let the rest of the army cause trouble. Look for an indepth battle report on this at John's blog. WIN

Game 4 – Locky Reid Beastmen – Locky had a well made Beast list. 5 casters and herdstone means he out magicked me every turn easily. It turned out 1800 points of his army was in 2 massive blocks of kitted out Gorrs and Beastigors. Early on I knew that sitting on my side of the table and exchanging magic and chaff would have been a better option but we decided it was more fun to smash our toys together. Some entertaining dice rolls and stubborn Ungors filled the game and Locky got a good win. LOSS

Game 5 – Josh Kennedy Wood Elves – I have played many games against the Woodies and know where to conserve my points. His list was a bit more varied than I had seen and included two 6 strong units of Treekin. Getting a turn 2 charge through the centre of his lines with my Crypt Horrors at his Level 4 Mage and bunker was a massive bonus to me, then game was then in my favour. Massive scream rolls from the Terrorgheists destroyed all his big hitters and over the full 6 turns I tabled him completely, sorry Josh. – WIN

So with that split mid field was spot on. Very frustrated with the Ghoul King dying in Game 2 and so much of the army crumbling. When I play the VC in the future I will look at giving the BK bus a go or at least using a general with more protection. Happy to see David gain 3rd overall with his unorthodox Skaven list. Congratulations to Pete Dunn for steam rolling all opposition. Thank you to John Murrie for the lift home.

With the new High Elf book released this coming saturday I will be dusting off the Red and Gold armour and getting my elves back into fighting shape. Liking the idea of a Hoeth force with a Loremaster and/or a themed Seaguard list. Will have to test a few things and see. Must be a knife eared year for me as I'm currently playing an Elven Wizard in our monday night Pathfinder campaign, new High Elves saturday and rumours of Eldar very very soon.

Saturday, April 20, 2013

Runefang Prep

So Runefang is next weekend and I want to avoid the usual night before painting rush. Thankfully most my stuff is painted, bar the vargheists, fell bats, and wraiths. Started on the former two last night.

Start with the fell bats, ready to fufill their roll in (un)life by being thrown under the bus



Then the beginning of the vargheists, who hopefully will do me proud




In the trend of late here is my list for the event:

Vampire Lord, lvl4 vampires, barded nightmare, heavy armour, shield, ogre blade, other tricksters shard, talisman of preservation, red fury, quick blood

Vampire, lvl2 death, barded nightmare, heavy armour, sword of anti heroes, enchanted shield, quick blood
Necromancer, lvl 1 vampires, dispel scroll
3 Wraiths

39 Skeletons, champion, musician, standard bearer, banner of swiftness
20 Zombies
20 Zombies
20 Zombies
20 Zombies
5 Dire wolves 
5 Dire wolves
5 Dire wolves

10 Black knights, barding, lances, hell knight, musician, standard bearer
3 Vargheists, vargoyle
3 Vargheists, vargoyle
3 Vargheists, vargoyle 
2 Fell Bats 

Saturday, April 13, 2013

Runefang VC List



Here is the list I submitted for Runefang which is in a couple weeks.

As previously posted its a variation of the list I played with in the Dark Valley campaign.

Without the BK bus this is a list I am very comfortable playing with. Having used variations of the infantry list since the current VC book was out this is what it boils down too for me.

Ghoul King, Red Fury, Ogre Blade, Other Trickster's Shard, Dragon Bane Gem
Master Necromancer, Level 4 Death

Necromancer, Level 1 Vampires, Dispel Scroll, Ruby Ring of Ruin
Cairn Wraith
Cairn Wraith
Cairn Wraith

5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
5 Dire Wolves
20 Zombies with standard
20 Zombies with standard
20 Zombies with standard
40 Skeletons with Full command and banner of swiftness

3 Vargheists with champ
8 Crypt Horrors
2 Fell Bats

Terrorgheist
Terrorgheist

I think I have learnt to use the chaff well through many many games and the advice of others. Good application of the Dire wolves and Fell bats keep making it a more effective force.

I am very happy to have the 8 Crypt Horrors back. They give the skeleton block which my Ghoul King leads a massive amount of support and the potential to tarpit some hard units is fantastic - right Wil ;)

The skeletons are a better investment than the ghouls for my build. Having the simple ability to swift reform and a simple banner does make a big difference.

Still have to be in the zone to win big with this but as usual it does depend on the opponent - put me up against Warriors of Chaos anyday

Looking forward to seeing all the usual suspects down in Wellington in 2 weeks

Saturday, March 23, 2013

New Mourkain - Dark Valley campaign

Last weekend I had a fantasic time at the House o Dunn playing in the now dubbed 'Dark Valley Campaign' ooh err.

As I had posted I took the Ghoul King led hordes to forge a new Undead home and I guess I was successful as I carved out my Northern corner in the mountains. You can see on the final campaign turn I'm the grey tiles. Cody - white, Pete - Blue, Ryan - Orange, Wil - Green, James - Purple, Joel - Red and Mike - Yellow. Cody might be in for some not so friendly games if I want to expand my kingdom.



With the start of the campaign opening in an mass land grab from Pete's Skaven forces and Ryan's Blood Dragon VC, I consolidated the North east mountains while Cody's Chaos took the North West. Wil's Ogres took the south west swamplands, Mikes Beastmen and Joel Wood Elves haggled over the southern coastal resorts and James skaven/Chaos had some western lands.

Over the two days I fought all the others except Ryan which makes sense as why would the Undead nation need to squabble... yet. Even though I ended 5th in Empire points - due to not being able to build cities in the mountains, see what do Dwarves know, I was very happy with the armies performance over all. I won vs both Chaos players, Ogres and Beastmen but lost to Skaven and Wood Elves. I took the following.

Ghoul King, Red Fury, Flying Horror, DBG, OTS, Ogre Blade
Master Necro, Level 4, Death

Vampire, Level 2, Forbidden Lore(Heavens), Aura of Dark Majesty, Heavy Armour, Shield, Hellstead, Dragonhelm, Sword of Swift Slaying
Necromancer, level 1 Vampires, Ruby Ring, Dispel Scroll
Wraith x3

40 Skeletons, FC, Banner of Swiftness
21 Zombies, standard
20 Zombies, standard
20 Zombies, standard
5 Direwolves
5 Direwolves
5 Direwolves
5 Direwolves

3 Vargheists
3 Fell Bats

Terrorgheist
Terrorgheist

Subtle I know, now I tryed out the Vampire with Forbidden Lore for Terrorgheist support and yes he did occasionally mean an additional screaming wound was caused but I think he got killed in 5 of the 6 games and gave up nearly 300 vp each time so he is going to be let go. We may see him rding a bus in the future...

The Terrorgheists did very well most of the time and I think my use of them is improving thanks to good Dire Wolf and Fell Bat placement. Pete's skaven did manage to smash both of the Terrorgheists on turn 1 with his warmachine and magical shenanigans while Joel whittled them down with his mass shooting but that's going to happen against some armies no matter what. They really proved themselves as usual against the both James and Cody's chaos forces. Targetting those elite units and bypassing the armour saves is gold for the VC.

Death magic was overall exceptionally useful, keeping the pressure on target characters with sniping and forcing through Doom and Darkness every turn for extra Screaming results.

Vargheists do what they always do, go bat shit and hopefully kill stuff, most of the time they earn their points back and are a great distraction unit.

Now there was some discussion on my use of Skeletons over the usual ghouls. I took the skeletons for their flexibilty and passive bonuses. With the Wraiths deployed in the same unit the Ghoul King can sit in the second rank happily most of the time and with Flying Horror can still launch out on opportune targets. The ability to swift reform was so nice to have and a simple banner and a couple parries did make a difference. I like the ghouls but the Ghoul King and Wraiths do all the damage and blocking so the ghouls were not getting used that well. I'll take extra bodies and maneuverabilty thanks.

Looking forward and still resisting the cut and paste bk bus build I will drop the solo flying Vampire and Flying Horror on the Ghoul King - I rarely use it and sometimes when I do it really does not pay off. In return I can add my 8 Crypt Horrors back in, thats 24 toughness 5 regenerating wounds! It should protect my Skeleton bus quite well and I do miss having them in there.

As a bonus everything is painted and all I need to do is magnetise a few zombie bases and thats the army I'm comfortable with all done for now. I did get a finecast mounted Manfred in excellent condition for a bargain from trademe a couple weeks ago so I may paint him for when I do buy thast bus ticket... helps to have a nice lord model ready to ride.

Sunday, March 10, 2013

To build a new Mourkain

This coming weekend Cody, Ryan, Wil and I are all attending a fun Warhammer Fantasy campaign weekend in Wellington. It's a small group playing and we are using some simple Mighty Empire rules that proved successful at a Wellington campaign weekends a couple years ago.



Now I was going to bring back old Team Resplendant which was full of High Elven goodness that did it's very best to hold it's borders even going so far as to ally with the Dwarven team at the time! But the two shelves of painted Undead far outweighed the incomplete collection of Elves from Ulthuan so Vampire Counts it is.

I almost, almost decided to use the ever popular BK bus but no I shall persevere with my Ghoul King and his court. This is a campaign so it is my Ghoul Kings intention to wrestle the lands of the living from its weak lords and fashion it into a new Mourkain where his army of darkness shall restore the Strigoi name to its former glory. We have been told to have no alliances so I shall be wary of Ryan's Blood Dragons and any emmisaries. Cody is using the new Warriors of Chaos and Wil is commanding his successful Ogre forces. Intercepted communications tell of Skaven, Wood Elves and Beastmen in the area and I expect to see the new incarnation of Daemons invade the mortal realms.



With most of my models ready to go I have set upon some units needing a little attention to finish properly. Today I finished the Vargheists and mounted them on some left over Graveyard bases I had from my Titan forge Crypt Horrors. I painted them to match the GW ghouls I have in my army to unify the look. Now to repaint some infantry bases from the old goblin green of 4th and 5th ed to the steel legion drab I use now. Then my forces will be ready to fight for Ushoran and a new Mourkain!

Friday, January 11, 2013

Homecon III

This weekend I'm off to Wellington to take part in Homecon III, thank you very much for the invite Pete.

I will be using a list I have become very comfortable with over the last few months. Every event I have played at with the Vampire Counts has improved my playstyle with the list. Sometimes this has been advice from another player or seeing an opponent use a tactic or move on my army that I can simulate.

It will be lead by the Ghoul King as usual, really should name him as I have used the SGK with little variation since I first got this version of the book. I really like the defence that the Nightshroud Wight King brings as well. Cut the ghoul block down a little to get another 5 wolves. The baby Necro with Ruby Ring and Scroll has performed well since I began using him at last years events, I'll thank Joel for that useful little build. I see Ryan is using the same one too. Can't turn my back on Death magic from the level 4 Necro either as it gives me some ranged threat and the always welcome Doom and Darkness make those Terrorgheist scream all that much better.

Ghoul King, Red Fury, Beguile, Ogre Blade, Other Trickster's Shard, Dragonbane Gem
Master Necro, Level 4, Death magic

Necromancer, Level 1, Vampires, Dispel Scroll, Ruby Ring
Wight King, Heavy Armour, Shield, Nightshroud, Luckstone
Cairn Wraith
Cairn Wraith
cairn Wraith

5 Dire Wolves
5 Dire Wolves
31 Ghouls inc Ghast
20 Zombies, Standard, musician
20 Zombies, Standard
20 Zombies, Standard

8 Crypt Horrors
2 Fell Bats

Terrorgheist
Terrorgheist

Looking forward to 5 good tough games and looking at the first round draw here I get to tussle with the goblin hordes first off tomorrow!

Tuesday, November 6, 2012

Skitterleap 2012 - Wryth's View


Last weekend I went to the Skitterleap Fantasy tournament in Wellington. I took a dual Terrorgheist list with my usual Ghoul King and friends in a Ghoul block/bus.

Here is a brief summary of the games I had.

Game 1 - Dawn Attack - Mal Patel - Lizardmen
I faced the Death of a Thousand Cuts list early on. Mal's many many chaffy units arrayed themselves across from me and his Slaan managed to take out my Ghoul King in turn 2 with a powerful Final Transmutation, rolling a 6 with the expected "take it off!" Army wide immediate crumble softened my Terrorgheists and other units up while the baby Necro took over control. In hindsight I should have sat the two gheists in the back corner for point denial but I surged them up a flank to scream some chaff. With all the poisoned attacks they didn't last long. I did manage to claw some points back though with multiple charges on skink units causing them to flee. The Wight King ended up being the last survivor of the Ghoul unit not counting the Wraiths who went on skink hunting duties. In the end it was 15-5 to Mal. A thankyou to Mal for some advice during the game, eg multiple charges on the skinks. His list can be quite difficult to deal without some pointers.

Game 2 - Blood and Glory - Hagen/Pete - Lizardmen
With another tour of Lustria underway I faced Hagen's Death of 999 cuts! With just having faced a similar list I was better prepared for this game. Hagen sat back with his Slaan and a mixed unit of skinks, Kroxigors and a pair of Scar vets while the usual skink harrasment went on. I picked away at units with the Gheists, Wraiths and magic - the ruby ring on the baby Necro was fantastic all weekend - thanks for that advice Joel. My Ghoul King block slogged across the table and in the fifth turn managed a charge on the big mixed unit crushing it in one go. Pete had taken over play at this stage as Hagen had other commitments. Apparently Lizards were not where they were supposed to be which was fine by me. Game ended with a win for the VC 15-5 to me.

Game 3 - Watchtower - Tom Dunn - Daemons
Daemons and Tom's no less had me a bit wary but it was Watchtower and I had a plan. Simple really, put the Ghouls and all the characters in the tower asap. Well suprisingly it actually worked. Tom had control of the tower but without an eligle unit to occupy it, it was left vacant. I walked my block up to it and held the Terrorgheists back sending zombies and chaff off to be a nuisance. Tom advanced both hordes of bloodletters around opposite sides of the tower while Billy the Bloodthirster neglected to come within scream range. I took out a fiend early on with the ruby ring and once I was in the tower proceeded to successfully death snipe the Khorne heralds. A Terrorgheist successfully beat some Screamers and a Bloodcrusher or was that reaper Tom ;) in combat on a flank due to thunderstomping the screamers. Tom had some very unlucky rolls for charges, his right side bloodletters failing three charges over successive turns vs zombies. The twin Gheists managed to Scream down his Tzeentch herald and Billy attacked the tower only to be fed poisonous ghouls. He declined any further assaults and with Death magic spewing Purple suns from the tower each turn he retreated to the far corner of the board. End of game with a surviving Terrorgheist on 1 wound in combat with Bloodletters I had won 14-6. I was pretty happy having held a lot of points back in the tower.

Day 2

Game 4 - Meeting Engagment - Sam Whitt - Dark Elves
With trepedation we started rolling for which units will have 'slept in' luckily for me it was simply some Zombies and bats while Sam had some Dark Riders and his Sorceress napping. With his extremely fast list lead by a Dragon riding Lord this was not a problem for him. This was to be a game which went back and forth with both sides working away on each other very evenly. With the first day pitting me against the MSU shooting Lizard lists this wasn't all that different as Sam had crammed in the maximum amount of shooting allowed, 90 shots I believe. The one saving grace of this though was the Dark Elf shots were not poisoned like thier Lustrian neighbours so Sam used a lot of shooting trying to whittle away at the Crypt Horrors. With all the shots that hit and failing to wound the Horrors would have looked like pin cushions by the end of the game. Sam did a very good job of outmaneuvering me and my zombie blocks and Wraiths mainly repositioned each turn to try and eventually net some shades or Dark Riders in. We both suffered from overzealous mages as Sam suffered miscasts 2 turns in a row killing his Sorceress with strength 6 hits and my Master Necromancer got a bit carried away with a Purple Sun(must have been all the successful casting against the Daemons) and got pulled into the Chaos wastes. This Purple sun would last the rest of the game floating about my main battleline and nicely keeping some of Sam's harder units like the Hydra at bay for an extra turn or two. With more turns of ring around the undead hordes, the generals finally clashed in the games final stages. Sam nicely charged my Ghoul bus with his Dragon Lord and Hydra after a turn in which he triple breath Weaponed them whittling down thier numbers. Sam issued challenges as this combat went on over a couple turns and the Ghoul King promptly threw in succession, the Ghast then Wight King in front of the Dark Elf Lord while he butchered the Hydra quite convincingly, though not without taking a wound in the process. Then in the very last rounds the Ghoul King after having killed the Dragon I believe went face to face with the Druchii Lord. With matched Initiatives and similtaneous dice rolls we rolled our hits, wounds and saves and with cries of entertainment our Lords managed to kill each other in the very last round! With a tally of the VPs we were only 35 points difference!(and in my favour - moral victory ;) a very well deserved 10-10 draw as it was without selling short any other opponents, one of the best games of any wargame I have played. Thanks Sam it was awesome.

Game 5 - Battleline - James Milner - High Elves
This was a very nice game to end the event on. James like Sam is on the NZTC team with Joel and myself. I also play High Elves so was familiar with the units used, however I will lament the Book of Hoeth and the many many irresistable spells that followed. James deployed well dropping Eagles and Archers while I set up mainly across from a large Elven tower complex. Opening shots had me move the Terrorgheists aggresively only to have James snipe one with Spirit Leech exploiting the horrific Leadership of the undead beasts. I certainly got a taste of my own medicine after running my Necro Death Sniper all weekend(should give him a rifle) as James used the spells to good effect. James placed winged speedbumps in the path of my Horrors and Ghoul bus and with a well timed soulblight nerfed my Crypt Horrors before unleashing the fury of the White Lion horde. Losing all the big fellas in one go hurt but I replied with the Ghoul King and co and took revenge. After a successful panic check on the Elf Mages unit which James was exceedingly thankful for, he moved them into the Elven tower and waited out the game. James won a deserved 13-7 and had some good advice for me in regards to exposing my big points Gheists to the Death magic. If I had held them bak it would have been a closer result.

In the end I finished middle of the pack and was quite pleased with that considering the caliber of opponent I faced. I played against some highly ranked players, fellow team members and... Hagen ;) - Hug?

I did not suffer any crushing defeats though failed to gain that in victory too. With some thought on the list I will drop for ghouls and get another 5 dire wolves as a drop as I felt a little lite on chaff with the Wraiths being deployed as characters. I also must practice my Terrorgheist use a lot more, knowing when to commit them or retreat as seen against Mal and James. The Ghoul King is still awesome even though he lacks in defense(everyone passed their beguile checks) though his Wight king bodyguard made a big difference with Nightshroud.

Congratulations to Joe, Mike and Wil placing in order, Sam for best painted and Bo for Sportsanship. Cheers Pete, a great event and people as always.