So Andrew and I managed to get together again and continue our WHFB game a few days after we started.  When we left off, Turn 1 was pretty crushing for the Daemons and the state of things did not look good.  Would a new day and a new set of turns change the tides of battle?  Let’s see!

Just a note, this game was over a week ago now and since I didn’t take actual notes I have forgotten plenty of details.  Hopefully I remember enough to make it an interesting batrep.

Turn 2 – Ogres

So with a good first turn prompting me forward I was ready for more Daemon-crushing.  I sent the Mournfang into the next Beast of Nurgle and tried a double-charge with the Ogres and Ironguts going into the Seekers, with the hope that I could destroy them quickly and blast through into the back of his lines.  Well, the Ogres made it nicely with an Ogre Charge, but the Ironguts failed, which was bad news.  The Thundertusk moved up so that he was just within 6″ of the Seekers so they could suffer from his chilling aura.

I don’t recall what happened this magic phase.  In my pictures I don’t see any cards near my units, so it’s possible that everything was dispelled.

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With my Leadbelchers in combat or just rallying there was not much shooting.  I think I missed with all three of the Thundertusk’s ranged weapons.

In combat the Nurglings managed to inflict another wound on the Leadbelchers, who may or may not have hurt them back (they are just outside the frame of my pictures).  But the Leadbelchers stayed and managed to reform to face the Nurglings.  The Mournfang managed a single wound on the Beast (not shown) and took a wound back, but the Beast passed his Daemonic Instability test.  The Seekers, between Impact Hits and regular attacks, died quickly, and the Ogres overran forward, just inches from the Pink Horrors.

Turn 2 – Daemons

The free Beast of Nurgle charged the flank of the Leadbelchers, while both the Daemon Prince and the Plaguebearers charged into the Ironguts.  I should have ran them up the board and out of the Daemon Prince’s charge arc on my turn, but instead failed a charge to let this happen.

Again, I do not recall what happened during the magic phase.  Nothing of consequence, apparently.

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Shooting was great for the Daemons this time.  Between the Flamers and the Skull Cannon, the Ogres took 13 wounds!  Yikes!  All those deaths spooked them and they fled away to the right a few inches.

In combat the Leadbelchers miraculously only took a single wound, killing off the first Ogre.  They were able to punch and stomp the Nurglings enough to drop one, and everyone stayed put.  The other Combat did not go so well for the Ogres.  The BSB died outright in his challenge with the Deamon Prince, and the Ironguts took some wounds I’m sure.  The survivors fled the combat and were run down easily by the Plaguebearers, losing me a tonne of points in one shot.  Brutal! Almost demoralising!

Turn 3 – Ogres

A little dazed from that last turn I was hoping for a better Turn 3.  The  Thundertusk charged into the Flamers, and the Ogres rallied.

I had a pretty good magic phase, giving the Thundertusk, Ogres and Mournfang Regeneration and the Mournfang +1 Toughness.

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Skipping the shooting phase we went into combat.  The Mournfang finally wounded the Beast enough that he failed his Instability test and died.  The Thundertusk managed to kill two Flamers with attacks, and I forgot to Thunderstomp them.  They reformed to face the large creature.  The Leadbelchers lost another of their number, and managed to take down another Nurgling.    It wasn’t enough, though, and the Leadbelchers fled from the Beast and got caught.

Turn 3 – Daemons

The Plaguebearers charged into the remaining Leadbelcher unit.  The Daemon Prince moved up behind the Thundertusk for next turn, while the Nurglings and the Beast of Nurlge moved up.

Not sure about the magic phase again.  Nothing important, I’m sure.

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The Skull cannon took aim at the Mournfang, shot through all 3 through the flank…and once again managed a single wound!  You know, it’s better than Misfiring…but not by much.

In combat the Plaguebearers easily wiped out the Leadbelchers, probably not taking any wounds in return.  The Thundertusk managed to completely wipe out the Flamers, but took a wound back.  There was some reason that I shouldn’t have taken the wound, I can’t remember what it was.  I think I had forgotten something, so I left the wound on the Thundertusk as a reminder not to forgot things.

Turn 4 – Ogres

With only 3 units left I had to make them useful, so they all charged into their respective enemies.  The Thundertusk made a charge through the Venom Thicket into the flank of the cannon (the placement was a little different than is shown here, but it’s close enough), passing its Dangerous Terrain test and gaining poisoned attacks (which I’m sure I forgot to count, if I got any).  The depleted Ogres charged into the Pink Horrors, and the Mournfang charged into the Plaguebearers.

I rolled a 12 for Winds of Magic, which horribly gave the Daemons a whole new unit for free.  We’re not exactly sure that my Winds roll matters with the new Daemon’s Reign of Chaos rule or whatever it is, but people online seem to think it does.  Either way, it was horrible and he got a unit of 9 Bloodletters for free, which he placed behind my Mournfang.  Yeesh.  Otherwise, I gave my Ogres Regeneration and +1 Toughness.

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Skipping shooting again (I feel like I’m playing as Vampires or something!) we went to combat.  The Thundertusk or its riders, not sure which, managed to inflict a wound on the Skull Cannon and take one in return, but luckily for the cannon it passed its Instability test at -2.  The beefed up Ogres managed to abstolutely wipe out the Pink Horrors, probably between Impact Hits, attacks, Stomp and Instability.  Whatever the combination, there was one less Daemon unit on the board, which made me feel good about all my own losses and giving Andrew the Bloodletters.  The Mournfang managed only a few wounds on the Plaguebearers, but took one to lose one of its own models.  A very poor showing for the Mournfang, to be honest.

Turn 4 – Daemons

The Daemon Prince charged into the now-reformed Ogre unit, and the Bloodletters charged into the rear of the Mournfang.  The Nurglings failed to charge into the rear of the Thundertusk.

The Daemon Prince miscasted (on what I forget, but it wasn’t an important spell) and took a wound, also dealing one to the Ogres.  That was pretty funny.

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Skipping shooting, in combat the Mournfang directed all of their attacks backwards to the easier-to-hit Bloodletters, but still managed to get beaten.  They fled from the combat, and sadly got rundown on a flee roll of 5!  Yes, a Swiftstride flee roll of 5.  The Thundertusk managed to inflict a single wound on the cannon and took none in return.  This was bad news, but not as bad as rolling a 12 on his Instability test.  The cannon was promptly removed from the table.  And the Slaughtermaster and the Daemon Prince duked it out in a challenge, and between inherent and magic-given special abilities, no one suffered any wounds.

That’s It For Now

It had gotten really late by this time and we decided to call the game for the night and finish up next time.  Again, I was able to leave it all set up.

Man, what a back-and-forth game!  Lots of surprises and annoying rolls, between new units popping up and full units running away and getting caught.  Yeesh.

We also had a few questions come up, like how the effects of Warpflame work (it gives a unit a 6+ Regen or a +1 to their save if they have one, which the Ogres did at first but lost it when the spell dissipated, but regained it again later…does the +1 return or is it just 6+?) and how wounds on champions are dealt during a challenge (to the champion, or the unit?).  Some stuff to find about, as I’m sure they will come up again.

Anyway, the finale to this epic game is coming tomorrow.  Who do you think will win?  Who do you WANT to win?

Stay tuned, and thanks for reading.