Chieftain (No Upgrades) (General)
21 Clanrats (Spears) + Warpfire Thrower
20 Clanrats (Spears) + Poison Wind Mortar
3 Rat Ogres + 1 Handler
Wargor (Heavy Armour, Sword of Might) (General)
14 Gors (Shields, Full Command)
15 Gors (Shields, Full Command)
10 Ungors
5 Harpies
We played the 'Capture' scenario in the border patrol rules pack, representing the central objective with a small stone obelisk. The winner would be the one who controlled this objective (by having the highest unit strength near it) at the end of the game. The terrain and armies we're set up as follows:
Rich finished setting up first, but despite the +1 modifier to his roll I won the dice off to go first. My first turn consisted of advancing both units of Gors and the Ungors straight ahead, whilst the Harpies advanced up the flank using their 20" flight move.
Rich's first turn also consisted of advancing his army forward, with the Rat Ogres taking the centre ground, flanked by the two units of Clanrats. The Poison Wind Mortar attached to one of the Clanrat units declared a shot at my unit of Gors nearest the board edge (on my left). Rich rolled a a misfire, and a 1 on the misfire chart for the weapon, taking out both the Mortar and a few Clanrats in tow.
My second turn started off with declaring a charge on the Rat Ogres with both a unit of Gors and Ungors, which was successful. The other unit of Gors advanced further up the flank, whilst the Harpies flew behind Rich's army.
The combat resulted in five dead Ungors and 1one dead Rat Ogre. The Beastmen won the combat, the Rat Ogres subsequently fleeing, pursued and caught by the Beastmen. The nearby Clanrats passed their panic test.
Rich started his turn two by declaring charges with his Clanrats on both the Ungor unit, and the Gor unit on my right flank (which had just fought the Rat Ogres). The Ungors chose to flee and managed to successfully retreat through the woods. The Clanrats charging the Gors wheeled round into their flank.
During the shooting phase, the Warpfire Thrower turned around to shoot at the looming Harpy unit. Rich once again rolled a misfire, but luckily this time he rolled a 6 on the misfire chart, meaning that the weapon simply wouldn't be able to fire this turn.
The Clanrats beat the Gors in close combat, killing three Gors with no casualties in return. The Gors fled but were not caught by the pursuing Clanrats.
Beastmen turn three began with the unit of Gors on my left flank and the Harpies declaring a charge on the unit of Clanrats behind the wood. Both the fleeing Gors and Ungors we're able to rally, turning to face the Skaven opposition. The combat was resoundingly won by the Beastmen, the Clanrats fleeing towards their board edge; both Beastmen units passing the test required to restrain from pursuing.
I think if we had continued the game may well have resulted in a draw, since the large unit of Clanrats in the centre would have contested the objective (assuming it didn't take too many casualties).
I think we are due a rematch - Rich had horrendous luck with his weapon teams (effectively wiping out a fifth of his points on his first turn). This game had a lot of rules referencing and rulebook reading; games going forward should be smoother and quicker.
I look forward to playing again!
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