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The Verminous Horde of Clan Spleen.


By Steve Evans and Alex West

Originally when Alex asked me to do this battle report he was going to use his High Elf all cavalry list. This is a very competitive tournament army and one that I’d have trouble matching up against to make an entertaining report. So it was decided that Alex would go for a more fluffy! High Elf list ….. this made my choice much easier. RATS. I have a large collection of armies for fantasy but without doubt my favourite has got to be my skaven. I have at least 4,000 pts worth and can muster at least one of each option in the army book.

Characters

To lead my horde I’ve taken my warlord Lurkus Spleen tooled up for close combat accompanied by a battle standard bearer, these will both go in my large clanrat unit.

Next I have gone for a warlock engineer with all the usual upgrades (I like to have a little bit of magic!)

Finally I decided on a plague priest to give my plague monks a bit more of a punch during combat.

Core

The must have of any skaven army a large unit of clanrats for my general and battle standard to hide in.

Then I chose some throw away units and for this purpose I’ve gone for a unit of slaves and a unit of giant rats.

Next I chose a unit of storm vermin to back up the clanrats and two rat swarms to protect a flank.

Simply because I am sure Alex will have at least one unit of heavy cavalry I decide a unit of globadiers should come in very handy.

Special

Now things are getting difficult, I would really like a unit of all of these but I am starting to run out of points. (So time to make some choices!)

I had already decided to take my plague monks so they’re in and a unit of tunnelling gutter runners to hopefully take out any repeater bolt throwers I might come up against.

So that leaves me with a choice jezzails or rat ogres and I can only afford one of them.

As we are doing a (fluffy) report and because I don’t get to use them often the rat ogres get the job.

Rare

I have just enough points left for a unit of censer bearers to go with my monks and that’s my army completed.

My plan is easy: swarm forward and overwhelm the high elves with an unstoppable tide of mighty skaven.

“TIME TO DIE, DIE ELF THING.”

Jewel of Ulthuan

As Steve has mentioned, I was originally going to use my tournament high elf list which is an all cav list. However it was decided we would go for a more fluffy report and so I was forced to abandon the cavalry for a more traditional list. As such I dusted off the spearelves and archers…

Characters

For my characters I wanted something to A) help reduce the amount of things getting across the table and into combat with my fragile elves and B) help the elves when said combat occurs. Spearelves on their own wouldn’t win anything bar beating up some goblins…..

So I decided on an archmage and a level 2 to help whittle down the enemy with a combination of magic and shooting and 2 commanders, one of which would be a battle standard to help out in the rough of it when something got across the table. As I don’t like to tailor my army to face one opponent I planned on cavalry and the like so wanted to be able to deal with anything like that when I played a non skaven army.

The combination of jewel of the dusk and the ring of fury gave me a decent magic phase which should in theory be able to get past a level 1 scroll caddy many people take.

Core

For my core choices I didn’t want to load up on cavalry as I know they are good and know how they work. I wanted a challenge and most people will agree that having archers and spearelves as the backbone of an army makes for a challenge!

As such 2 units of 16 spears and 20 archers would be the core of my army. Because I didn’t have enough infantry available and because I like the models I had a unit of silver helms, more for the fear factor than anything else. In my experience elf spearmen have to charge to live. Many people on the net and in games I have seen rely on their high elf spearmen holding a charge because ‘they get to fight in 3 ranks so they must be better when charged right?’. No is my answer….never ever take a charge unless you are certain you will win it. A unit of 16 spears with full command is worth over 300vp’s to your opponent; as such I try not to lose them…..

Special

2 chariots? Well it would be rude not to wouldn’t it?

Rare

n order to stick with the thinning the enemy as they come across the table approach I had to take 2 bolt throwers really. Even though they are overcosted they could still be useful I reckon.

Finally 2 eagles, simply the best unit in the elf list and no more really needs to be said.

The Full Army Lists

2000 Pts - High Elves Roster

Unnamed

 

Name

#

Mv

WS

BS

St

To

Wo

In

At

Ld

Sv

WSv

US

Mgc

Cast

Disp

Cost

Archmage (1#, 290 Pts)

  Archmage Arwin

1

5

4

4

3

3

3

5

1

9

-

 

1

3

3

2

290

Composition: Lord

    Silver Wand

1

The bearer knows an additional spell.

[10]

    Ring of Fury

1

Bound Spell (Power 3). Magic Missile, Range 24", Causes 2D6 S4 hits. After using, roll a D6 - on a roll of 1, the ring is exhausted.

[30]

    Seer

1

May choose spells, instead of rolling for them.

[30]

Mage (1#, 165 Pts)

  Nimhian

1

5

4

4

3

3

2

5

1

8

-

 

1

2

2

1

165

Composition: Hero Level 2 Upgrade

    Dispel Scroll

1

Once per battle, automatically dispels an enemy spell.

[20]

    Jewel of the Dusk

1

+1 power die that only the bearer can use in his magic phase.

[15]

    Pure of Heart

1

The character and his unit is immune to Panic. If killed, the High Elf player loses 100vp at the end of the battle.

[0]

Commander (1#, 114 Pts)

  Commander Selaphyn

1

5

6

6

4/5

3

2

7

3

9

5+

 

1

 

 

 

114

Composition: Hero Heavy Armor; Battle Standard Bearer AotG [+1S,3+AS] 35pts

    Sword of Might

1

+1 Strength.

[15]

Commander (1#, 125 Pts)

  ×Commander Elrahir

1

5

6

6

4/6

3

2

7

3

9

4+*

 

1

 

 

 

125

Composition: Hero Great Weapon; Heavy Armor; Shield

    Lion Guard

1

The character and his unit is Stubborn. If killed, the High Elf player loses 100vp at the end of the battle. Includes a Lion Cloak. White Lions are a Special choice for the army.

[45]

Spearmen (16#, 226 Pts)

  Elrahirs Guard

15

5

4

4

3

3

1

5

1

8

5+

 

1

 

 

 

226

Composition: Core Fight in three ranks with Spears; Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Light Armor; Shield

    Champion

1

5

4

4

3

3

1

5

2

8

5+

 

1

 

 

 

[23]

Hand Weapon; Spear; Light Armor; Shield

    War Banner

1

+1 Combat Resolution

[20]

Spearmen (16#, 206 Pts)

  Arwins Guard

15

5

4

4

3

3

1

5

1

8

5+

 

1

 

 

 

206

Composition: Core Fight in three ranks with Spears; Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Light Armor; Shield

    Champion

1

5

4

4

3

3

1

5

2

8

5+

 

1

 

 

 

[23]

Hand Weapon; Spear; Light Armor; Shield

Archers (10#, 120 Pts)

  Archers

10

5

4

4

3

3

1

5

1

8

-

 

1

 

 

 

120

Composition: Core Hand Weapon; Longbow

Archers (10#, 120 Pts)

  Archers

10

5

4

4

3

3

1

5

1

8

-

 

1

 

 

 

120

Composition: Core Hand Weapon; Longbow

Silver Helms (5#, 129 Pts)

  Silver Helms

4

5

4

4

3

3

1

5

1

8

2+

 

2

 

 

 

129

Composition: Core Hand Weapon; Lance; Heavy Armor; Shield

    Champion

1

5

4

4

3

3

1

5

2

8

2+

 

1

 

 

 

[37]

Hand Weapon; Lance; Heavy Armor; Shield

    Elven Steed

5

9

3

-

3

3

1

4

1

5

-

 

 

 

 

 

[0]

Ithilmar Barding

Repeater Bolt Thrower (6#, 200 Pts)

  Repeater Bolt Thrower

1

 

 

 

 

7

3

 

 

 

-

 

3

 

 

 

100

Composition: Rare

    Crew

2

5

4

4

3

3

1

5

1

8

6+

 

 

 

 

 

[0]

Hand Weapon; Light Armor

  Repeater Bolt Thrower

1

 

 

 

 

7

3

 

 

 

-

 

3

 

 

 

100

Composition: Rare

    Crew

2

5

4

4

3

3

1

5

1

8

6+

 

 

 

 

 

[0]

Hand Weapon; Light Armor

Squad (2#, 100 Pts)

  Great Eagle

1

2

5

-

4

4

3

4

2

8

-

 

3

 

 

 

50

Composition: Rare Flyer

  Great Eagle

1

2

5

-

4

4

3

4

2

8

-

 

3

 

 

 

50

Composition: Rare Flyer

Tiranoc Chariot (6#, 170 Pts)

  Tiranoc Chariot

1

 

 

 

5

4

4

 

 

 

5+

 

4

 

 

 

85

Composition: Special Chariot

    Crew

2

5

4

4

3

3

1

5

1

8

-

 

 

 

 

 

[0]

Hand Weapon; Bow; Spear

    Elven Steed

2

9

3

-

3

3

1

4

1

5

-

 

 

 

 

 

[0]

  Tiranoc Chariot

1

 

 

 

5

4

4

 

 

 

5+

 

4

 

 

 

85

Composition: Special Chariot

    Crew

2

5

4

4

3

3

1

5

1

8

-

 

 

 

 

 

[0]

Hand Weapon; Bow; Spear

    Elven Steed

2

9

3

-

3

3

1

4

1

5

-

 

 

 

 

 

[0]

Total Cost:

1965

 

Roster Notes

AOTG [+1S, 3+AS] 35pts

 

Roster Statistics

% Rare: 15.3

General's Ld: 0

% Characters: 35.3

# Models: 75

Dispel Dice: 5

Casting Dice: 7

% Magic Items: 9.4

% Core: 40.8

% Special: 8.7

 

Group

Min

Max

Used

Heroes

0

4

3

Lords

0

1

1

Core

3

Unlimited

5

Special

0

4

1

Rare

0

2

2

 

Created with Army Builder - Copyright (c) 1997-2005 Lone Wolf Development, Inc. All rights reserved.

 

2000 Pts - Skaven Army

No Name

 

Unit Name

##

Mv

WS

BS

St

To

Wo

In

At

Ld

Sv

WSv

Cp

Dp

US

Cost

Warlord

1

5

6

4

4

4

3

7

4/6

7

4+

4+

 

 

1

199

General; Units within 12" may use General's Leadership; Heavy Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon

  Blade of Black Fury

+2 Attacks

[50]

  Warpstone Amulet

4+ ward save; at end of game, roll D6 on 1 character dies & counts for VP (no rerolls allowed)

[25]

  Bands of Power

Bound spell; Power 4; Doubles basic St value until next casters magic phase

[25]

Chieftain

1

5

5

4

4

4

2

6

3

6

5+

 

 

 

1

149

Heavy Armour; Battle Standard; Units w/in 12" may re-roll break tests

  Sacred Standard of the Horned Rat

unit causes fear

[75]

Warlock Engineer

1

5

3

3

3/4

3

2

4

1

5

 

 

2

1

1

135

Magic Level 1; +1 dice to casting and dispel pool. Has 1 spell.; Supercharged WP Accumulator; +1 Power dice to Casting Pool; Upgraded Warp-Energy Condenser; May use 3 dice to cast with; Warp Blades; +1 Strength and Warlock Engineer knows Warp Lightning Spell (Cast 5+/9+; Magic Missile; Rng 24"; D6 or 2D6 S5 hits; On a 1 caster takes hit instead)

  #1 Warpstone Token

1 Power dice to cast spell (may exceed limit of dice used); if 1 rolled, caster takes 1 Wo; One use only

[0]

  Dispel Scroll

Dispels one spell. One use only.

[25]

  Storm Daemon

Bound Spell; Power 4; Magic Missile; Rng 24"; D6 S5 hits; On a 1 caster takes hit instead; Burns out (1 on D6)

[25]

Plague Priest

1

5

5

3

4/5

5

2

5

3/4

6

 

5+

 

 

1

120

Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.

  Sword of Might

+1St

[20]

  The Foul Pendant

5+ Ward save

[30]

Clanrats

39

5

3

3

3

3

1

4

1

5

5+

 

 

 

1

285

Light Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.

  Clawleader

1

5

3

3

3

3

1

4

2

5

5+

 

 

 

1

[10]

  Weapon Team

1

5

3

3

3

3

1

4

2

5

6+

 

 

 

2

[60]

Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Ratling Gun

  Ratling Gun

Range: 15"; St 4 hit; ArSv -2; autohits; roll XD6 for # of hits; on any double, misfire; can stand and shoot

-

Clanrat Slaves

19

5

2

2

3

3

1

4

1

2

6+

 

 

 

1

92

Spear; 2 ranks in HtH if static; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Musician; +1CR if tied; +1 Ld in rally attempts.; Do not cause panic in units (other than Clanrat slaves) if they flee

  Pawleader

1

5

2

2

3

3

1

4

2

2

6+

 

 

 

1

[8]

Giant Rat Pack

12

6

3

 

3

3

1

4

1

3

 

 

 

 

1

60

6 rats per packmaster; Randomise shooting hits between (1-5) rats and (6) packmasters; If no Packmasters/Characters in unit, must charge nearest enemy or move full speed at closest enemy

  Packmasters

2

6

3

3

3

3

1

4

1/2

5

6+

 

 

 

1

[0]

Whip; BtB: +1 At; Behind rats & rat ogres, make 1 attack; Light Armour

Poison Wind Globadiers

7

5

3

3

3

3

1

4

1

5

 

 

 

 

1

70

Poison Wind Globe; 8", D6 4+: 1Wo, no ArSv, 1: fumble,thrower wounded on 5+; Poison and Magic Weapon; Skirmish

Stormvermin

19

5

4

3

3/4

3

1

5

1

5

4+

 

 

 

1

280

Halberd; Heavy Armour; Shield; +1Sv w/ handweapon in HtH, conflicts with 2-handed/extra weapon; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.

  Fangleader

1

5

4

3

3/4

3

1

5

2

5

4+

 

 

 

1

[10]

  Weapon Team

1

5

3

3

3

3

1

4

2

5

6+

 

 

 

2

[75]

Each team treated as single 1Wo creature; must deploy w/in 3" of parent unit; separate unit for VPs; can use rank bonus of parent unit as long as 3" away; targeting restriction as per characters (3" instead of 5"); cannot charge; Warpfire Thrower

  Warpfire Thrower

Range: Art Dice; Flame Template as Breath Wpn; S5 Hits D3 Wo Save -2; Move or Fire; If any casualties, panic test; misfire - see chart

-

Rat Swarms

2

6

3

 

2

2

5

1

5

10

 

 

 

 

3

90

Unbreakable; Skirmishers;Don't Block LOS; May not be joined by characters; Skaven units do not Panic if Swarm destroyed

Plague Monks

19

5

3

3

3

4

1

3

1/3

5

 

 

 

 

1

185

Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; 2ndWeapon; +1A if on foot; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.

  Plague Deacon

1

5

3

3

3

4

1

3

2/4

5

 

 

 

 

1

[10]

Rat Ogres

2

6

3

 

5

4

3

3

3

5

 

 

 

 

3

100

Fear, Randomise missile/impact hits 1-4 Rat Ogre, 5-6 Packmaster; No rank bonus; No packmasters = stupidity

  Rat Ogre Packmasters

2

6

3

3

3

3

1

4

1/2

5

6+

 

 

 

1

[0]

Whip; BtB: +1 At; Behind rats & rat ogres, make 1 attack; Light Armour; Immune to Fear

Gutter Runners Tunnelling Team

4

6

4

4

3

3

1

5

1/2

7

 

 

 

 

1

97

Tunnelling Team; Unit Size 3-10; Adds Tunnelling ability; 2ndWeapon; +1A if on foot; Poisoned Hand Weapons; Scouts, Skirmish

  Black Skaven

1

6

4

4

3

3

1

5

2/3

7

 

 

 

 

1

[12]

Plague Censer Bearers

8

5

3

3

3

4

1

3

1/2

5

 

 

 

 

1

136

Frenzy; Immune to Psychology. Frenzy ends when unit loses combat.; Censer; S+2 in 1st rnd of HtH, Any in BtB take To(6+ for skaven or Mark of Nurgle) test or 1Wo (no ArSv), Magic Weapon; Skirmish; Hatred; Stay in 3" of unit until first declared charge

 

Total Army Cost: 1998 Pts.

 

Notes:
Casting Pool: 4
Dispel Pool: 3
Models in Army: 146

 

Validation Results:
Roster satisfies all enforced validation rules

 

Troop Type

Count

Unused

Points

Unused

Percent

Hero (<=4unit)

4

0

603

1397

30%

Core (>=3unit)

6

n/a

877

1123

43%

Special (<=4unit)

3

1

382

1618

19%

Rare (<=2unit)

1

1

136

1864

6%

Magic Item Summary

9

n/a

275

n/a

13%

 

 

Steve Deployment.

With Alex having a level 4 mage with life magic terrain isn’t going to be much help. So I’ve decided to consolidate my force in the centre ready to rampage forward. I really need first turn or I could be in real trouble……damn.

Alex Deployment.

To be honest I wasn’t sure about my deployment as the terrain was ok but nothing stood out. As such I decided to cluster around the hill to save space with my archers deploying in 2 ranks. I could then use the building to my right to anchor the flank. I gambled and deployed my level 2 on the far right as he had 2nd sign which didn’t have a range and he could use uranons thunderbolt to target the flanking rat ogres. He could also march block if the worst came to the worst! I had the edge in the magic phase so if I could wait for the skaven to cross the table and whittle them down I was confident the game would be mine. I just hoped I got first turn as skaven are so damn fast!

Alex Turn 1

Well part 1 went well and I got first turn.

There was little movement this turn apart from the chariots and helms moving up to threaten the flank and the eagles adjusting to get better positions. The spearelves shuffled forwards for something to do and to protect my valiant mages.

The magic phase was superb. For Steve. Not a single spell was successfully cast, either failing the casting roll or being dispelled. Not the best of starts to thinning the skaven.

The shooting phase was a lot better with the rats being panicked off the table uncovering the plague monks and a panic check forced on the slaves in an attempt to create a gap in Steve’s line. Sadly he passed the panic check.

Just have to see what Steve does now!

Steve Turn 1

Oh dear, losing the unit of Giant Rats to shooting was a bit of a blow as now I have no cover for the Plague Monks. Oh well I’ll just have to try and use the woods as cover. I just moved my all battle line forward except the Rat Ogres, who began to move around the building to flank the elves, and the Globadiers who moved towards the other side of the table towards the wood were the Silver Helms were.

The Warlock tried to cast Warp Lightning but failed to get it off, and that was it for my first turn.

Alex Turn 2

For some unknown reason Steve had moved his ratling gun about 8” away from my eagle….this was too good an opportunity so in he went. The helms reformed to face the right way and get out of their stupid formation and the eagle on my right went to march block the ogres, risking the Globadiers. I knew Steve had tunnellers so I parked by Battle Standard on top of the marker hoping it wouldn’t scatter so the tunnellers would be forced to engage him. I had to protect the bolt throwers as they were the ones doing the damage and so I shuffled the spears back to try and close off the angle to my right hand bolt thrower. I was confident if Steve charged the spears or the bsb I could beat him easily enough.

The archmage shuffled away from the marker to ensure his safety…though I was tempted to put him on the marker to encourage him to remember how to cast!

The magic phase was poor again, how much was I paying for these 2 clowns?!

Luckily shooting continued to be above average and the archers decimated the storm vermin unit causing it to panic and the bolt throwers killed a few plague monks.

In the only close combat of the turn the eagle ate the ratling gun and overran into the censor bearers.

Steve Turn 2

Big mistake, I moved the Ratling Gun close enough to an Eagle so it could charge with out me being able to stand and shoot. What a spanner!. Alex’s shooting was becoming a bit of a problem, the Stormvermin decided they’d had enough of being shot at and fled taking my Warlock with them…..great. Well at least they rallied.

Magic phase again didn’t happen but there was a bit of shooting this turn with the Globadiers putting 2 wounds on 1 of the eagles. The Warpfire Thrower fired as well but missed.

In combat my Censer Bearers put 2 wounds on the other eagle. The Gutter Runners popped up this turn and because Alex had moved his Battle Standard over the spot they were to come up they engaged him in combat. They then fluffed their attacks and had 3 of their number cut down, failed their break test and fled.

Alex Turn 3

Well the bsb ploy worked a treat and my firebase was intact. An added bonus was that the eagle was still alive. All in all things were looking reasonably good.

A unit of archers moved forwards 5” to threaten the flank of the clanrat unit of it threatened to veer off and head for the chariots and helms. It was my intention to put both the chariots into the clanrats and take away their rank bonus with the archers. The other unit of archers and a unit of spearelves turned to face the rat ogres who were dancing round my flank thanks to my dismal magic. The bsb joined this unit. The other unit of spears advanced to tempt the slaves to charge being careful to make sure it couldn’t be charged by anything else.

The magic phase was crap yet again with 2 wounds finally being put on the rat ogres. Long overdue.

Shooting was average with a panic forced on the slaves and a big bolt fired at the clan rat unit for a laugh. Sadly I got a 1 to wound the first guy!

Steve Turn 3

I charged the Rat Ogres at the Bolt Thrower crew, they fled, so a failed charge for the Rat Ogres.

I then rallied Gutter Runners and moved the Clanrat unit towards the Chariots and Silver Helms guarding their flank with the Rat Swarms.

Magic was a waste of time again, tried Warp Lightning and Storm Daemon both were dispelled.

Shot at an Eagle with 5 Globadiers but missed with all plus I missed again with Warpfire Thrower!

Alex Turn 4

Several important charges went in here. The first was the chariots into the clanrats, if I could beat them the game was pretty much sewn up. Also the spears charged the rat ogres. Some good maneuvering by Steve protected the clanrats flank from the archers though. The other spear unit charged the slaves.

Magic was yet again poor and the shooting phase was ok, saving the rallied bolt thrower crew from the gutter runners.

The combat phase wasn’t great though and the chariots bounced off the clanrat unit, losing by the musician, although with only 5 impact hits it didn’t really matter as they would have been lucky to break the rats only winning by 1. Because of fear they fled….

The spears did a little better though and killed the slaves and rat ogres with the bsb cutting down an ogre single handedly.

Hmm…..clanrats eh!

Steve Turn 4

I charged the Clanrats at the Chariot in front of the Silver Helms, the Chariot had to flee so I redirected into the Helms. Also charged Censor Bearers and Rat Swarm at the Archers as I spotted Alex had placed his Mage Lord behind them so if I could beat them I’d be able to overrun in to him.

Magic no good again.

Shooting ……..that’s more like it! The Warpfire Thrower fried 9 Spearmen…nice….shame the Spearmen passed their panic test!

Right, combat and this could be a critical turn. First off the Clanrats, fluffed all my attacks but Alex couldn’t do enough damage back so I won the combat and the Silver Helms broke.

Then the big one. If I could break the Archers the Mage Lord was mine…….darn I won the combat but I only won by one and Alex made the break test.

Alex Turn 5

In this turn my priority was to try and save the helms from the clan rats by forcing panic checks on them. As such the archmage and archers moved to target the clanrats. The small unit of spears charged Steve’s stormvermin who I hoped would flee allowing me to drag the plague monks into charge range of the full unit of spears and bsb. I didn’t fancy my chances overly of beating the stormvermin if Steve held. Luckily Steve fled.

The magic phase was superb again. Not. The archmage excelled himself by miscasting and wounding himself and with his cast spells didn’t kill enough for a panic check. Oh and the ring of fury ran out as well. The shooting was no better being 1 casualty off forcing a panic check on the clanrats…ah well time for the archmage to watch the helms die then.

The archers rather predictably died fighting the censor bearers and rat swarms.

Steve Turn 5

The Censor Bearers and Plague Monks charged the smaller unit of Spearmen, they fled so it was a failed charge for the Monks and Bearers. The Clanrats charged the rallied Silver Helms again. The Stormvermin and Slaves carried on fleeing.

Magic, miscast with the Warp Lightning, end of magic phase….wonderful.

Clanrats beat the Silver Helms and chased them off the table.

No shooting this turn.

Alex Turn 6

The spears charged the plague monks who had to hold and that was it really.

All my shooting and magic was dedicated to protecting the spearelves flank and was finally successful ensuring I wouldn’t lose my ranks if I didn’t break the plague monks. The mage far on the right flank managed to finally cats something and fried the warlock engineer!

In the end the spears beat the plague monks but only by 1 and they passed their ld test. Ah well next turn I would have 3 ranks and be striking first so its not all bad, I just hoped I would break them as they were worth a lot of VP’s.

Steve Turn 6

The final turn, all I needed to do was rally the Stormvermin and at least hold with the Plague Monks and I think it could be a draw. No charges.

Right then phase one, rally the Stormvermin…….doh an 11, not even close.

The Clanrats come back on the table.

No magic again.

Shooting, Globidiers kill 2 Spearmen but the Elves past their panic test.

Phase two. Hold or win the combat against the other Spearmen. The Plague Priest missed with all of his attacks and I started to get that sinking feeling. 5 Monks are stabbed to death by the Elves, total up the combat res the Elves win by 7 so no chance of holding the Monks, they flee and are run down …….brilliant.

Total VP’s:

Alex: 1604
Steve: 632

Result: Solid Victory to the High Elves

Alex conclusion

Well what a way to end the game. Over 700pt swing in the funal player turn, super. The fact it was to my advantage was eve better!

I think Steve played fairly well apart from the ratling gun incident! If my magic had been better im fairly sure the game wouldn’t have been as close but it was not to be. Off to the white tower for the archmage I think!

Overall I think I could have deployed better instead of being fixated by the hill but the building was the ideal place to anchor a flank and the hill provided the opportunity for the archers to double up so maybe it wasn’t so bad.

Fair play to Steve, it was a really fun game and he played well so it was a good test for the ‘fluffy’ elves.

Steve conclusion

I started off by making a few big mistakes, first off I worried about the Mage Lord too much and positioned my Globadiers in a poor place, behind the woods on the right hand side would have been a better place.

Also the positioning of my Ratling Gun in turn 2 was a joke, I still can believe I did it.

After that I really can’t complain, everything was going well. Then the final turn and everything fell to pieces with the loss of the Stormvermin and the Plague Monks devastating and with that the game was Alex’s .

I think Alex played a really good game and kept it together very well even though his Mage Lord was next to useless.