Battle Report:
WARHAMMER
NECRARCH VAMPIRE vs. HIGH ELVES
“Conflict” Regional Tournament, Bristol
22 June 2002
Introduction
This was the first game of
three played at the “Conflict” Regional Tournament, and only my second game of
Warhammer ever. My opponent Joel was a great guy and went on to win “Most
Sporting Opponent”. Unfortunately due to time constraints all of the games were
rushed and we didn’t finish more than three full turns. However, I enjoyed
myself and the experience has inspired me to play more Warhammer. Hopefully my
next game will be at a more leisurely pace at home.
The Armies
Armies were to 2000 points.
My army was “Captains of Morgul”. From my previous, first game of Warhammer I
made a number of changes, as follows:
- Replaced the first Wight Lord with a Necrarch
Vampire Thrall
- Replaced the second Wight Lord with a Wraith
- Gave both my Necrarchs “Nehekhara’s Noble Blood”
bloodline power
- Gave my Necromancer a bound spell (“Book of
Arkhan”) and a dispell scroll
- Reduced the Spirit Host to 2 bases
- Removed the Banshee
- Replaced the second skeleton unit with a
16-strong unit of Grave Guard
These changes made a big
difference to the army. Without them, it just wasn’t competitive and I would
have got thrashed. As it stands, I am happy with the army and would play it
again with almost no changes.
My opponent had a lovely
High Elves army using the new range of miniatures. It’s main feature was that
it was alarmingly strong on magic, with a level 4 wizard and various special
rules for High Elves. Of course my army is strong on magic too, so we had many
magic duels. Both of us still managed to cast spells.
As I remember, the High
Elves army consisted of the following:
- A small unit of scouts
- Two wizards, one of them the army general
- One other heroic character
- Two great big bolt throwers
- One unit of crossbowmen
- Three infantry units, one with spears, one elite
unit with two-handed swords and one elite unit of SeaGuard.
(It is still an unfortunate
feature of Warhammer that “elite” units frequently outnumber non-elite units.
If you look at my three main units, the Grave Guard and Black Knights are elite
and the skeletons with spear are non-elite.)
The Terrain and The Scenario
I thought it was a good omen
that there was a graveyard in the middle of the battlefield! As it turned out,
lots of tables had graveyards because it was a popular terrain piece.
Generally, all of the tables were fairly open with the odd hill or wood. This
first battle actually had the most terrain, with a hill, a wood and a graveyard.
The scenario was a standard
meeting engagement, with units placed alternately on the table and dicing for
the choice of first turn.
Magic
We diced for spells. The
High Elves had a bagfull. I ended up with the following:
Thrall
- Gaze of Nagash (magic missile)
Necromancer
- Invocation of Nehek (raise Undead)
- Hand of Dust (hand-to-hand power)
Count
- Invocation of Nehek
- Hand of Dust
- Gaze of Nagash
“Hand of Dust” was pretty
useless and I never used it. I did managed to use “Gaze of Nagash” to take casualties,
but it was always dispelled when I tried to use it against lone characters. I
also had success in using “Invocation” to raise a new unit of zombies. This is
a lovely spell.
The Game
At the start, the table
looked something like this:
My plan: The Fell Bats to
take out the Bolt Thrower, and/or possibly the scouts (I didn’t know if they
should win against the scouts) on the left-hand side. On the right-hand side,
my wolves to take out the Bolt Thrower and Crossbows (hopeful), or at least
shield the Knights from them. The Knights would try and move around the
graveyard and catch the opposing infantry in the side. In the centre, the
Spirit Host were to shield the Grave Guard from missile fire while they
advanced against the enemy infantry. Hopefully my Wraith would cause a failed
Terror test when they got closer, although Elves have high Leadership.
Amazingly, I think the plan
was sound and seemed to go quite well.
On the left…
On the left, my Fell Bats
charged the Scouts after they came out of the wood to fire. They held the Bats
up for a couple of turns, but eventually the Bats just won the combat (only
just). The remaining Bats (or Bat?) manoeuvred to charge the Bolt Thrower, but
I was surprised to find that the rules allowed the Bolt Thrower to be re-laid
at no penalty, and it shot down the last Bat. However, at least it stopped it
firing at my valuable troops that turn. In a previous turn, its super-powerful
bolt went through my Grave Guard and took casualties (no armour save allowed).
In the middle…
My Spirit Host did their job
of shielding the Grave Guard, but not for very long! Although invulnerable to
normal missiles, they were attacked with magic missiles which destroyed them
after two turns.
Eventually the infantry
units clashed in the middle. The Wraith, and for that matter all my
fear-causing units, failed to cause any failed Leadership tests. I forgot to
remove my Necromancer from the combat and I think he got cut down.
On the right…
The right flank progressed
much better. The wolves were shot down but still managed to make it to the
units on the hill. I managed to cast Invocation and raise a new unit of zombies
behind the Crossbowmen. They were caught between the zombies and wolves and
destroyed. The Bolt Thrower crew fled but later rallied.
My Knights swerved around to
meet the High Elf spearmen, but unfortunately we ran out of time before the big
clash.
The troop movements are
illustrated below:
Victory or Defeat?
There were very few points
to be awarded to either side. When we added them up, I had marginally more, but
well within the band for a DRAW result. I was satisfied with a draw, given my
inexperience. It would have been nice to play the game through to get a more
decisive result.
Lessons Learnt
Overall,
I was pleased with my army and my tactics. My main observation was how
vulnerable my best units were to magic missiles, which ignore armour save. I’m
wondering whether it is better not to give my Black Knights barding on their
Nightmares. The extra movement and extra points may prove more useful. Also, of
course, Ethereal creatures are also vulnerable to these attacks. But hey, you
can’t have evreything!
© 2004 Mike Adams
www.smallbattles.co.uk