Battle Report:
WARHAMMER
NECRARCH VAMPIRE vs. BRETONNIANS
“Conflict” Regional Tournament, Bristol
22 June 2002
Introduction
This was the third game of
three played at the “Conflict” Regional Tournament, and my fourth game of
Warhammer ever.
My opponent (Tim, I believe)
was an experienced player, but I actually felt confident because I thought
Bretonnians would be particularly vulnerable to Fear and Terror, and that I
could counter his Knights with my own Knights.
I was quite pleased to think
that some of my Black Knights were former Bretonnians when they were alive and
hoped this might unnerve them!
The Armies
Armies were to 2000 points.
My army was “Captains of Morgul”. In summary, this was as follows:
- Necrarch Vampire Count, with “Nehekara’s Noble
Blood” (mounted)
- Necrarch Vampire Thrall, with “Nehekara’s Noble
Blood”
- Necromancer, with bound spell and Dispell Scroll
- Wraith
- Black Knights
- Grave Guard with halberds and shield
- Skeletons with spear and shield
- 2 small units of Dire Wolves
- Fell Bats
- Spirit Host
My opponent’s army was as
follows:
- Duke on a Hippogriff
- Damsel (level 2) with 2 Dispell Scrolls
- Battle Standard Bearer
- Grail Knights
- Knights of the Realm
- Men-at-arms with halberd and shield
- Men-at-arms with spear and shield
- Longbowmen
- Foresters, inc. Gamekeeper
- 2 units of mounted Squires, with spear, bow and
shield
The Terrain and The Scenario
No graveyard this time! Just
a couple of hills and a piece of difficult terrain.
The scenario was a standard
meeting engagement, with units placed alternately on the table and dicing for
the choice of first turn.
Magic
I ended up with the
following spells:
Thrall
- Hellish Vigour (hand-to-hand combat spell)
Necromancer
- Invocation of Nehek (raise Undead)
- Vanhel’s Dance Macabre (free movement)
Count
- Invocation of Nehek
- Vanhel’s Dance Macabre (free movement)
- Curse of Years (see below)
I was pleased to get ”Curse
of Years” because I thought I would have the power to cast it and this spell
can be very nasty. It rapidly ages a target unit and stays in play until
dispelled. It would be very hard to dispel because of its high casting value.
On a D6 score of 6 per model, the model takes a wound with no save. Ouch.
I managed to cast “Curse of
Years” against my opponent’s Grail Knights, his most expensive unit. However,
that turn I didn’t managed to roll a 6 and this was the last turn before we had
to call a halt to the game.
Although I had magical
superiority, my best spells were countered with the Damsel’s two Dispell
Scrolls.
Unfortunately for me, at the
beginning of the game the Damsel managed to cast a spell which gave all
friendly units within 12” immunity to Fear and Terror. Not only that, but this
spell stayed in play and would have been difficult to dispell because it was
cast with a lucky high throw on the Bretonnians’ three Power Dice, something
like 14.
The Game
At the start, the table
looked something like this:
Once again we were rushed
for time, so my plan was not fully thought through. I hoped my Wolves could
close the distance with the archers on the flanks, otherwise at least divert
fire from more expensive units. I wanted to clear the Squires and/or
Men-at-Arms with my Black Knights. I wanted to avoid a head-on clash with the
Bretonnian Knights, but try to catch them at a disadvantage. All the time I was
concerned that the Duke was trying to fly to my rear, but couldn’t think of a
plan to counter it. I held back my Fell Bats at the start. I can’t remember
what I intended doing with the Spirit Host, apart from trying to screen my
Black Knights from missile fire on turn one.
Anyway, this is what
happened…
The Wolves on the flanks got
shot to pieces. I was amazed how effective was the shooting of just a few
bowmen.
Quite early on in the game,
the Damsel managed to cast a magic missile at my Black Knights and I lost 2
models to that. This was particularly painful, because I was supposed to have
magic superiority and my Knights were my most precious resource.
I was pleased, however, that
I managed to charge my Black Knights into one of the Squires units, destroy it
and run onto the flank of the Knights of the Realm, without myself getting
charged in the flank. This was despite my opponent recommending a different
course of action (from his greater experience of the game!).
The table looked something
like this:
Unfortunately, it transpires
that Knights in “Lance” formation do not count flanks, so my attack did not
count as a flank attack. However, with my Black Knights and my Skeletons unit
fighting the Bretonnian Knights, I was eventually victorious and they fled the
field.
However, meanwhile the Duke
had worked his way to my rear. The Grail Knights and Duke hit together, which
is a powerful combination. My Grave Guard received the charge quite well, but
would eventually succumb. My Bats made little difference. It was at this point
that I managed to cast “Curse of Years” on the Grail Knights. I was looking
forward to watching them age and die. But unfortunately, again the game was cut
short through lack of time, so we will never know how it finished up.
Victory or Defeat?
The result was exactly the
same as in the previous two games, i.e. I had more victory points but only by a
small margin, so the result was a DRAW. All in all, for a novice Warhammer
player, I thought three draws was quite good.
Lessons Learnt
Once
again my Black Knights suffered from magic missiles. I wonder whether they
would be better off without barding, for that valuable extra movement, but
accompanied by a Battle Standard Bearer with the “Banner of Doom” (5+ Ward save
against magical and missile attacks). I wouldn’t want to give up my “War
Banner”. And once again I may have been better served to get my own magic
missile from the Lore of Death to use against the Duke. I hope I would have
made better decisions if the game had not been under such time pressure, but I
am generally pleased with my performance and the performance of my troops.
© 2004 Mike Adams
www.smallbattles.co.uk