As our Fantasy Battling continues, and with the end in sight for our campaign, we’ve been expanding into new army territory- with the usual fumbling and incompetence that that involves. Aramoro has been exploring the freshly extended world of Vampire Counts, while Furycat has taken the brave jump into not-Egypt and taken up Tomb Kings. To try things out, they fought a titanic 1000pt battle to try and the hang of their new/expanded armies.
There is the slight problem that 100pts isn’t quite enough to make Fantasy work, but everyone suffers the same amount, right? Right?
Tomb Kings Army–
Liche High Priest
+Heirophant
+Lore of Nehekhara
+Incantation of Protection, Incantation of the Desert Wind, Pta’s Righteous Smiting
Tomb Prince
+Chariot
+Armour of Silvered Steel, Dragonbane Gem
19 Skeleton Archers
+Musician, Standard Bearer
3 Skeleton Chariots
+Musician, Standard Bearer
+Banner of Eternal Flame
Casket of Souls
10 Skeleton Horse Archers
+Musician, Standard Bearer
The Tomb King plan is for the Liche is to use the Archers as an ex-human shield to ensure the undead remain un-dead, while the Tomb Prince will roll around in his pimped out ride with the other chariots. The Horse Archers intend to annoy people with their dinky little bows, while the Casket will do that Indiana Jones thing to anyone looking too close.
All set to crush the living beneath their bony heels, the Tomb Kings are ready to rock.
Vampire Counts Army-
Vampire
+Avatar of Death
+Black Periapt
+Summon Ghouls
Necromancer
+Invocation of Nehek, Vanhel’s Dance Macabre
30 Crypt Ghouls
30 Crypt Ghouls
Corpse Cart
Terrorgheist
The Vampire’s plan is simpler- the Vampire will join one of the Ghoul hordes, and then the two hordes will beat the hell out of any delicious meaty morsels they encounter. Meanwhile, the Necromancer will roll around on his pimped out (with parts of real pimp) Corpse Cart supporting them. The Terrorgheist will flap around, shrieking at things- at least it doesn’t have to worry about cannons, which is a nice change.
With the two armies of shuffling corpses assembled by their dread overlords, they set out to crush the living. Sadly, they run into each other before encountering anything living. The high-fiving team-up (and argument about whose knucklebones are who’s) is spoiled by the not-Egyptian’s perception of the Vampires as race-traitors, what with having a still-breathing Necromancer in their forces, literally riding on the backs of dead men.
The Vampires decide to do unto others before it can be done unto them, making the brave (if unusual) decision to launch a Dawn Attack on the Tomb Kings. The terrain is it’s usual out-of-place mess- the forces of evil have decided to fight it out over a Sigmarite Shrine and some Blessed Bulwarks, no less than 3 Mysterious Forests, some Arcane Ruins, an Earthblood Mere, an Anvil of Vaul and an Elven Waystone.
The Vampire eyes the impending dawn, sure that there’s something he should remember about it. Lost in thought, the Tomb Kings take the initiative and the first turn, with only a small amount of rule-checking needed.
The Skeleton Horse Archers decide their Scout deployment wasn’t quite right, and make a little shuffle. They’ve got that Arrows of Asaph rule, and they’re going to use it, damn it. The Skeleton Chariots advance, as do the Archers and all-important Heirophant. One of the Forests turns out to be extra-mysterious, being normal – a freak occurrence, I’m sure you’ll agree.
A solid magic roll (5+4), boosted by the Casket of Souls, puts a whole stack of power dice in the bony hands of the Tomb Kings. Problem- Furycat’s magical performances thus far have not gone to plan. Given that his caster is the thing that holds his army together, can he not screw it up?
An Incantation of the Desert Wind moves the Skeleton Archers forward, but an attempt to Righteously Smite fails. The Casket tries to do it’s thing to the Terrorgheist, but the Vampire dispels it. Nothing catastrophic happens, which is surely good. Right?
The various Skeletons with bows open fire on one of the Ghoul hordes, and manage to kill four of them. Nothing huge, but it’s a start.
Still sure that something’s wrong here, the Vampire urges his lackeys onwards. Both Ghoul units ignore the Skeleton Horsemen, pressing toward the Tomb Prince and his Chariot escort, while the Corpse Cart manoeuvres itself into some kind of cover. The Terrorgheist flies ahead, all set to shout something to re-death before the Casket zaps it to re-death.
Average (5+3) magic for the Vampires, but all of their stuff is low casting value and spammable, so they’re not exactly suffering. Vanhel’s is dispelled on the first attempt, then fails on the second. Summon Ghouls works just fine, undoing the Tomb King’s shooting efforts and actually making the unit bigger. The last dice is stashed in the Vampire’s Periapt, to try and mitigate the effects of the Casket.
The Terrorgheist’s shouting terrifies the Skeleton Chariots, killing one of them and wounding another with it’s terrifying cry of booga-booga-boo!
The Tomb Prince runs away from the Terrorgheist, charging into the weakened-and-then-strengthened Crypt Ghouls. The Skeleton Horse Archers try to charge into the Ghoul’s flank, but manage to botch it. Maybe there are problems when your horse is made only of bones, it’s not overly practical. The Skeleton Archers shuffle around to take some more pot-shots at the other Ghoul unit, and make sure the Heirophant is within magic buff range.
A weak magic roll (3+1) doesn’t look promising, and the Casket doesn’t really help out. The Vampire manages to channel, and pulls the dice out of his Periapt for an even 5pd vs 5dd. An Invocation of Protection works on the Chariots, and the broken one is brought back. The remaining dice are thrown into the Casket, aiming it at the Terrorgheist again- the Vampire dispels it again, and stashes a spare dice in the Periapt again.
The Skeleton Archers plunk at the Terrorgheist hopefully, and manage to put a wound onto it. Only five more to go.
There’s another bit of rules and FAQ checking as the risen Chariot screws around with impact hits, and eventually six Ghouls are run over. The remainder of the Ghoul horde attacks, and their million poisoned swings murder the Chariots to leave only an unescorted, and very angry, Tomb Prince. He shanks a single Ghoul, managing to lose the combat by one.
The Terrorgheist decides to go and terrify the Heirophant and his bodyguard, while the other Ghoul horde tries to get into a useful position and the Corpse Cart shuffles itself around again, to get both Ghoul units into it’s buff range.
Average magic again (6+1), and the Vampire channels again. An Invocation of Nehek fixes up the Terrorgheist, but the Corpse Cart’s Miasma of Vigour is dispelled. Another Invocation gets four of the un-undeaded Ghouls back up again, and then the other unit is shifted closer using Vanhel’s Danse Macabre.
The Terrorgheist’s shrieking and gibbering is ignored by the Heirophant, who’s clearly made of sterner stuff than the Chariots. Saddened, the Terrorgheist stamps six of the Skeleton Archers to death, and forces another six to crumble. The Ghouls swing ineffectively at the Tomb Prince, while he stabs three of the them abck down again, making them un-un-undead.
The Horse Archers try charging the Ghouls again, and manage to connect (only a turn late). With everything else busy, it’s onto the Magic phase- and it’s a biggie (6+5). Considering the options with 12pd, the Liche tries a 4d boosted Incantation of Protection… and miscasts. Well, at least he’ll get the ward save. And he raises 3 archers, and fixes the Tomb Prince’s Chariot. Maybe this will work out okay. Sadly, he causes a Dimensional Cascade and re-kills five of the Skeleton Archers and wounds the Terrorgheist. At least the Heirophant doesn’t fall out of reality. With only a couple of dice left after the resulting power drain, the Casket is dispelled again.
The Terrorgheist happily continues stamping on Skeletons, ward save doing them no good, leaving only the Heirophant standing. The Ghouls shift their attentions to the Tomb Prince’s Chariot, beating a couple of wounds off it, and re-killing a couple of Horse Archers, too. The Archers respond in kind, as does the Prince, crumbling a couple more Ghouls.
The Vampire finally cracks, reforming his Ghoul bodyguard to fit between the building and the other Ghoul unit to actually charge something. The Corpse Cart continues it’s manoeuvring, and the Vampire rolls up his sleeves, ready for a magic trick or two.
(6+5), and the Vampire leads off with an Invocation that raises five Ghouls into the tar-pit the Prince and Horse Archers are stuck in- and the Tomb Kings concede, unable to break their unbreakable counterparts.
(The Terrorgheist scared the Heirophant to death– we thought we’d roll it anyway).
Still, at least that’s some idea what Tomb Kings can do, and their magic. It’s a learning process, and all that, and next time will be a glorious triumph!