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[Battle Report] 4k Orks vs. Vampire Counts

PostPosted: Sun Oct 10, 2010 4:15 am
by Spectrar Ghost
The following will be a transcription of information gathered by the faithful Imperial servent Marco Fellonius on the battle of Crookback Vale, between the forces of Shaggrud Skullsmasha, an Orc Warlord of considerable (though ill) repute, and the forces of the powerful Vampire Lord Draco Vulk on the ninth day of the tenth month in the year 2010 by Imperial reckoning.

The leardeship of Shaggrud's forces consisted of the following:

Shaggrud, the General, with the Crown of Command
1 Orc Hero on a Chariot
4 Orc Heroes
2 Orc Shaman
2 Goblin Shaman

The rank and file consisted of:

8 Regiments of Goblins
12 Regiments of Orcs
6 Goblin Wolf Rider Regiments
10 Boar Rider Regiments
4 Goblin Chariot Regiments
2 Regiments of Ogres
2 Regiments of Trolls




Draco Vulks minions were:

Himself, the army general, with the Staff of Spellbinding
5 Vampire Heroes
4 Necromancers
1 Black Coach

Draco Vulk was able to raise the following before the battle:

8 Regiments of Skeletons
8 Regiments of Zombies
8 Regiments of Grave Gaurd
4 Ethereal Hosts
10 Grave Knight Regimetns
10 Packs of Dire Wolves
3 Swarms of Fell Bats




With these epic forces did the redoubtable commanders do battle.

The Horde of Shaggrud Skullsmasha was arrayed on the Eastern edge of the Vale.


Shaggrud elected (if such a term can be used of such a boorish brute) to deploy his army mostly in line formations, in order that more of his fractious and dimwitted minions might be able to see the enemy and thus what direction to travel.




Draco's shambling warriors assembled on the West side of Crookback Vale.


Draco and his Leiutenants wanted to keep tight control of his undead warriors, so they formed their army up in deep blocks of troops.




With the forces assembled and arrayed, the battle commenced.

PostPosted: Sun Oct 10, 2010 4:15 am
by Spectrar Ghost
Shaggrudd Turn 1

First, an Orc Hero called out for a Goblin battalion to advance. The second Goblin battalion he tried to order showed their cowardly side, and caused him to Blunder!, with the scrawny gobbos muttering "There's no sense getting killed, sir" and reluctantly moving a half move forward.

One of the two Goblin Shamans was able to "persuade" a battalion of Orcs to advance on the enemy. Really they just didn't want Gobbo brains on their armor.

A second Orc Hero was able to command two battalions of Wolf Riders forward, but the battalion of Boar Riders was unable to hear his command over the flatulance of the beasts.

The third Orc Hero was able to order a battalion of Wolf Riders and one of Boar Riders towards the skeletal hordes, but the second battalion of Boar Riders baulked at the demand, and spent the turn squabbling about whose armpit farts were the best.

One of the Orc Shamans was able to move a battalion ofGoblins, and one of Orcs towards the enemy.

The fourth Orc Hero failed to make even a single Battalion of Orks advance.

The last Orc Hero ordered one battalion of Orcs forward, but failed to convince the second to do the same.

The other Orc Shaman was strident enough to convince a battalion of Gobbos forward, but failed to move the Chariots.

Shaggrud moved the Ogres and Trolls ahead, but the Orcs felt he was acting tricksy with his other creatures, and refused to move.

In the Magic Phase: one of the Goblin Shamans cast 'geroff on a regiment of Fell Bats, pushing them back off the table edge, but none of the other wizards successfully cast.

PostPosted: Sun Oct 10, 2010 4:15 am
by Spectrar Ghost
Draco Turn 1

The Fell Bats were still too shaken to appear on table.

The first Vampire Hero willed the mixed Battalion of Skeletons and Zombies into the forest in front of them, giving them Defended status. He then propelled the Dire Wolved and Grave Knights forward.

A second Vampire moved a Skeleton battalion, one of Grave Guard, and a mixed battalion of Dire Wolves and Grave Knights forward.

The third Vampire Hero sent a Zombie Battalion shuffling ahead.

A fourth Vampire willed a Skeleton battalion, a Grave Guard batallion, and a mixed battalion of Dire Wolved and Grave Knights forward to their doom.

A Necromancer attempted to move an Ethereal Host forward, but only showed why he was a wizard, not a commandet.

The Black Coach sent a shambling horde of zombies towards the greenskins.

Draco needed to do nothing but command a battalion of Skeletons forward.

Magic Phase: No sucessful magic was cast.

End of turn 1:


Shaggrudd Turn 2

PostPosted: Sun Oct 10, 2010 4:15 am
by Spectrar Ghost
One of Shaggurdd's Bosses ordered a Goblin Batallion up the central hill, and the Orcs behind them moved to the foot of the same hill. However, the messenger to the second batallion of Goblins was tragically eaten by a carniverous mushroom, and failed to pass the order on.

The Chariot mounted Orc Hero managed to BLunder!, and the perplexed Wolf Riders took matters into their own hands with a cry of "Up and at 'em, boys!", moving a full move forwards.

Another Orc Boss failed to convince the weedy Wolf Riders to advance, and was assaulted by the "Finger of Gork (or possibly Mork)", for the first of many times this battle.

An Ork Shaman managed to convince a Goblin Batallion to advance simply by holding his hands to his head and complaining of a 'eadache.

Next a string of strange incidents involving squigs, a barrel of fungus beer, and 13 large meadowlarks managed to keep commands from getting to their batallions of Orcs, Goblins, and Goblin Chariots.

Fortunately Shaggrudd was able to restore order (well, sort of) and commanded 2 Batallions of Boar Riders (one at -3 to command) a unit of Orcs, and a unit of Chariots forward.

Magic continued unimpressive, with 4 failed 'geroffs one of which caused the Staff of Spellbinding to decrease the prowess of the Goblin that cast it (-1 to casting for remainder of game).

Draco Turn 2

PostPosted: Sun Oct 10, 2010 4:16 am
by Spectrar Ghost
The Fell Bats moved back on the table edge, but were not yet ready to go flying around, as they were somewhat confused by the giant green hand that had unceremoniously pushed them off-table in the first place.

As there were no Home Back moves, there were no Initiative moves at all.

A Vampire Hero failed to command the Dire Wolves.

The Black Coach then failed to Command a Grave Knight regiment.

One of the Necromancers moved the Skeleton and Zombie Battalion in the woods up to the wood's edge, keeping their defended status.

Another Vampire Hero ordered abatallion of 2 Dire Wolves and a Skeleton regiment to charge Shaggrudd's Gobbo batallion.


A third Hero failed to command a combined Grave Knight/Dire Wolf Battalion, and Draco's movement ended.

In the magic phase, the winds of magic blew contrary yet again. Two Necromancers were unable to cast Danse Macabre on some Dire Wolves, while the General was just out of range, and failed automatically. A third Necro failed to cast Deathbolt on a Boar Rider unit, and the last failed to cast Raise Dead on the engaged Skeleton Regiment.

In the combat between the Goblins and Undead hordes, the first Goblin Regiment got a Stand and Shoot hit off on the Dire Wolves, and the second got one each on the second Dire Wolves and the Skeletons. Between them, the Vampire Counts did 7 and 8 hits on the two Goblin regiments. The Goblins did two damage more to one of the Dire Wolf regiments, felling a stand; they did four more to the other, destroying another stand of slavering beasts. The Skeletons took an additional damage as well.


The Skeletons fell back, while the Dire Wolves both pursued and wiped out their prey, with the remainder of a stand of dire wolves wiped out in return.

PostPosted: Sun Oct 10, 2010 4:16 am
by Spectrar Ghost
Chad Turn 3

PostPosted: Sun Oct 10, 2010 4:16 am
by Spectrar Ghost
Jim Turn 3

PostPosted: Sun Oct 10, 2010 4:17 am
by Spectrar Ghost
Chad Turn 4

PostPosted: Sun Oct 10, 2010 4:17 am
by Spectrar Ghost
Jim Turn 4

PostPosted: Sun Oct 10, 2010 4:18 am
by Spectrar Ghost

PostPosted: Sun Oct 10, 2010 7:56 am
by Lordgoober
HOW EPIC!!! What a great Battle. Chad got his tail handed to him by those darn empire guys.

As a note. Everything I just posted here is ficticious as I know he didn't face empire and all the posts before me right now are place holders :P

PostPosted: Sun Oct 10, 2010 10:17 am
by Shaggrudd Dethblasta
Well, as soon as our scribe can get some pictures downloaded and narration entered, everyone will see just how fantastic a game it was and how awesome Warmaster is. While we were not able to finish the game (battle reports with pictures take a lot of time), my situation was not looking good at all. The main reason for that was the center of my army just wouldn't move and my best infantry was located there. It wasn't until turn four, I think, that the trolls and ogres started to move. That really hurt my game.

PostPosted: Mon Oct 11, 2010 5:27 pm
by Shaggrudd Dethblasta
Already, you can see how impressive the game was, because of its size, and how cool a game of Warmaster can look. As I've said before, playing Warmaster really makes you feel and look like you are commanding an army. Those pictures just blow me away.

Now, why did I deploy the orcs in lines? Orcs can be difficult at times to command because you don't have great leadership. I used to deploy and move my brigades in columns. When I did that, and the brigades would get close to the enemy, many times they would stall just before their brigades. The next turn saw them getting charged in the flanks and wiped out. Putting them in lines with only two regiments instead of four meant they were harder to flank and less of a loss when crushed. Orcs on the charge are deadly, hit on the flanks in defense they're just dead.