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The End Times have arrived here at Louisville Wargaming, and we are preparing to say goodbye to 8th
edition
Warhammer Fantasy with our annual fantasy campaign. This year in 2015 we will be running a narrative
campaign based around Games Workshop’s End Times series, and we will be deviating from the formats we’ve
been running for the past couple of years in that instead of faction-based combat we will be reverting back to
army-based combat, where every general is for themselves as they try to become the last army standing before the
end of the world!
The format that we are following this year is what I call the “World Cup Format”, in that the first round is a
staging round. Every player is placed within a four-person group. Over the course of June and July every player
will play each player in their group for a total of three games.
At the end of the knockout stage, the top two from each stage will move forward to our Round of 16. As we only
have seven groups of four instead of a full eight groups, there are two wildcard spots open to two players that do
not place in the top two of their bracket.
From the Round of 16, the campaign turns into a knockout, where armies will move forward if they defeat their
opponents, and those opponents that suffer defeat will have been eradicated from the Warhammer world!
3
Round 1 – Nagash!
For this first round, twenty-eight armies are
mobilizing from across the globe to do battle as
the powerful necromancer Nagash is restored
to his former glory! All players will be playing
out of the Nagash book for this round, and we
will be highlighting the round with a battle
between Cory Jenkins’ High Elves, and Kevin
Nash’s Warriors of Chaos!
The two met for battle and rolled up Battle
Five, the Defense of Alderfen. The Auric
barrier has been breached, and the forces of
chaos are spilling through! So far the chaos
forces have been held at bay only due to the
heroics of a young blacksmith named Valten and the noble sacrifice of Elector Count Hertwig. When the
demonic forces of Gurug’ath enter the fray, all looks lost, until the beleaguered empire forces receive unexpected
reinforcements in the form of a high elf prince and his host!
The high elves must hold Gurug’ath back until the Auric Barrier can be sealed and the demons trapped within!
Game Length: The game would go for eight turns, or until one of the commanding generals has been slain.
The Auric Barrier – To make things interesting, at the start of the game there are two counters on the table that
represent the Auric Barrier closing. As they close in, Kevin’s deployment zone beyond the counters shrinks and
any model within those areas are instantly vaporized!
The forces of chaos must bust forth from their prison before the gates close on them, and in addition the high elf
prince leading the reinforcements must be slain!
The elves on the other side of the gate must hold the chaos
army in check behind the gate and in addition must attempt to
slay the demon prince leading the chaos army out from the
warp.
Battlefield – the two set up the battlefield in a mutually agreed
upon manner. All of the forests on the table counted as being
haunted due to Nagash’s rebirth. Additionally, a black elven
waystone sat in the center area of the table providing magic
boosts to nearby wizards, and a sphinx sat across from it.
A pair of old watch towers sat across the battlefield from each
other, watching over the bloodshed.
4
The Chaos Army Attempting to Force its Way Through the Gate
This game is set at 2,000 points, which makes army construction a bit more interesting as you have to cut the fat
out of the list and get a working set of units that will be able to accomplish whatever goal the scenario will call for.
For this scenario, the chaos army here is entirely marked with Tzeentch where possible. The elven armies are
renown for their mobility and hard hitting units, and as such the chaos army will also need to respond accordingly.
The army is anchored down by two medium sized infantry regiments. A unit of chaos warriors equipped with
sword and shield will provide a more defensive unit while the twenty-three beastmen are less armored but cheaper
and provide more bodies on the field.
Supporting these units is a chariot of tzeentch and a chaos spawn. Finally, a chimera provides some fast moving
support.
Leading the army is a battle standard bearer that walks with the chaos warriors, a death sorcerer capitalizing on the
death bonuses this round, and a war-gor leading the beastmen. Finally, a demon prince of tzeentch leads the
entire army and is the target for the high elves in this scenario.
5
The High Elves were tasked with holding the chaos host from coming out of the gate. From a combat
perspective, high elves enjoy some of the most devastating infantry units in the game point-for-point, and Cory
brought both the sword masters and white lions with him in this matchup.
The White Lions were already stubborn, so in the off chance that they were defeated in combat they would be
testing on an unmodified “9”. They took a banner to give them flaming attacks should that be needed.
The Swordmasters were led by their battle standard bearer, who wore a talisman of preservation to give him a 4++
save.
For mobility, the elves took a pair of reaver units and a large units of silver helms led by their Prince. The Prince
was geared with a great weapon, so would be striking at Strength 6 in initiative order (8), and carried armor that
also gave him a 4++ save on top of his 1+ armor save, and the Crown of Command which would allow the silver
helms to also be stubborn in the off chance that they were losing combat.
Rounding out the army was a frost phoenix and a pair of great eagles.
6
Chaos Turn 1
As the gate opened at its widest, the elven prince saw the chaos forces moving through the witch-fire gate. Multi-
coloured flames licked at twisted and burnt armor and off of massed fur and muscle. The children of the Lord of
Change had arrived, and the weakened empire lines were depending on their elven allies to keep these new forces
from joining the battle!
Spells were rolled for. The Demon Prince would attempt to raise the dead, and the chaos sorcerer knew Doom
& Darkness (which could lower a target’s leadership by 3 points!) and Aspect of the Dread Knight.
The elven wizard knew Dwellers Below and Earth’s Blood (giving regeneration to a target unit)
This was done wrong. In the end times, the wizards are supposed to know all spells from their list, but old habits
die hard…
The forces of chaos had the initiative and began marching forward to escape the gate before it closed! Every unit
moved forward to just before the mid-point of the table.
7
The winds of magic were very potent, with a double-six being rolled! This meant that the gateway began to close
6” on either side, but for now that would not be a problem.
With so much power at the chaos wizard’s disposal, he was able to cast both Doom and Darkness on the silver
helms (reducing their leadership by 3!) as well as Aspect of the Dread Knight on his warriors of chaos, which
meant that they now caused terror.
It was now the Elves turn to respond.
8
High Elves Turn 1
The High Elf infantry line marched forward to intercept the chaos forces. Both swordmasters and white lions pushed to the
center of the table, daring the chaos forces to charge them! As combat-proficient as chaos armies are, charging into the front
of a sword master or white lion unit is not something that any army wants to have to do, and the chaos forces were not going
to have much of a choice if they were going to escape the closing gate.
The Phoenix flew over beside the sphinx (in the image, the lighter colored building) and faced the center of the table,
positioning for a flank charge for any chaos units foolish enough to emerge from the gate.
The reavers on the left flank moved toward the phoenix as well for the same purpose, to put weight on the flank and
intercept any chaos forces moving forward.
The great eagle on the left flew itself up and toward the gibbering chaos spawn in an attempt to intercept the creature.
Over on the right, the prince led his silver helms to pressure the right flank, positioning themselves in the same way as the
reavers on the left.
The magic phase was equally powerful for the high elf mage, generating ten power-dice for his side and moving the gate
closer on each side by six inches! The magic phase enabled the phoenix to have a 4++ save, and the mage was able to get
Earthblood off on his sword masters (regeneration), and attempted to cast Dwellers on the chaos warriors. This was dispel
scrolled by the chaos sorcerer.
The shooting phase was minimal. The left flank reavers shot at the beastmen but did nothing. The right flank reavers fired
off at the chaos warriors and a warrior was felled by an arrow.
9
Chaos Turn II
With an eye on the gate, the chaos forces knew that they had to make a big push to try to burst out or else lose
their forces that were caught in the devastation of the closed warp gate.
The problem was the elite elven infantry standing in front of them. The swordmasters were easily the betters of
the beastmen unit in front of them, as were the white lions. The chaos warriors had a choice between a charge
into the white lions or the silver helms. The white lions were about an even match for the chaos warriors, and the
silver helms were probably the easier of the two targets there.
However, as the elven prince wore the crown of command (a fact that the chaos general did not know), the silver
helms would also be stubborn and able to pin the warriors in place for a flank charge. No matter how you diced
it, the warriors would likely not break either unit and then themselves be flanked.
That is, until you considered the wild card in the back ranks taking the form of the demon prince and the
chimera. The chariot would also make an excellent support unit to help pile up elven dead.
Ultimately, the entire chaos lines surged forward and charged thusly:
The spawn moved forward and engaged the eagle with its random movement. The beastmen, braying to their
general that they really weren’t wanting to do so but having to do so anyway, charged into the flashing swords of
the sword masters.
10
The chariot and the chaos warriors thundered into the white lions.
The terror causing demon prince charged the Silver Helms and Prince who had been leadership bombed and
were sitting on a leadership value of 7 instead of a 10.
Being charged by the terror causing demon and being out of range of their battle standard, the elves failed their
terror roll and the elven knights promptly turned tail and fled. Fortunately for them, they did not flee off the
table, but if they failed to rally on the next turn they would run off the table and the chaos forces would win as the
general was the goal and the elven general would have left the battle!
The chimera flew next to the demon prince and landed. The tides of war had swung in favor of the forces of
chaos, but the hacking had not yet begun (and sword masters and white lions are perhaps one of the best combat
units in the Warhammer world)
The magic phase saw the gates marching forward another three inches, getting perilously closer. The demon
prince tried to raise up some dead creatures, but the elves easily dispelled it.
With that done, the meat of the turn was to come. The chaos forces had to push past the elves, but they had a tall
order to fill!
11
Chaos Spawn vs High Elf Great Eagle
The eagle was able to do a hit and a wound to the spawn, leaving the twisted
gibbering creature with two remaining. The spawn in return rolled up a meager two
attacks and managed to land a wound on the eagle. Very sub-par performance by
the spawn, which resulted in a draw and the two locked in combat.
Chaos Warriors of Tzeentch (sword and shield) with Exalted Hero of
Tzeentch (BSB) and Chariot of Tzeentch facing White Lions and an
elven Mage.
The chariot plowed into the White Lions for 5 wounds.
As the combat began, the chaos warrior champion declared a challenge and was met by the White Lions
champion, who promptly cut the chaos warrior down.
The Exalted Battle Standard Bearer took out another white lion, while the charioteers impaled two more. The
chaos warrior unit themselves did poorly, only managing to kill a single enemy for a total of nine casualties.
The white lions’ axes managed to do two wounds to the chariot and drop four more chaos warriors, rolling
exceptionally well and coming out better than they should have.
12
However it was not enough as the warriors won the combat. The White Lions were stubborn though and easily
managed to hold their line.
Swordmasters and Noble BSB vs Chaos Beastmen and War-Gor
On paper, the beastmen really have no chance against swordmasters in a full frontal assault, and during the battle
this proved to be the case as well.
The unruly beasts ran straight into a slashing wall of steel, losing eight bodies right off the get go and only
managing to drop a single elf in return. The end result was that the beastmen turned tail and promptly fled, and
the swordmasters exercised their restraint by holding as the warp-gate was inching closer and they realized they
may be caught in the closed gate.
13
High-Elf Turn II
The beastmen turning around and fleeing took a lot of pressure off of the elven flank. They ultimately controlled
most of the center of the table now, with the exception of the scrum going on which could go either way. The
biggest axe hanging over there head was the fate of the silver helm unit that was fleeing and so close to the table
edge, for if they did not rally the elves would likely lose the game to the scenario victory condition of losing their
general!
The prince rolled a 7 for rallying, which was one less than they needed, and so the Silver Helms turned back
around, and in doing so swung the pendulum fully in their favor.
The Frost Phoenix hurtled full force into the flank of the chaos chariot in the center of the table, further piling
more odds against the warriors of chaos and attempting to shatter completely the chaos lines and putting the full
onus of the battle on the demon prince commander who was eyeing the closing gate nervously!
The elves once again enjoyed a copious magic phase, rolling up eleven dice and moving the gate six inches closer
again! The gate vaporized the spawn and the great eagle in a flash of fire and brimstone. The mage was able to
dispel Doom & Darkness on the Silver Helms, getting rid of the leadership penalty as well as putting earth blood
on the white lions (giving them regeneration)
The reavers on the right flank had moved up near the demon prince and let loose their bows, but the arrows were
ineffective against the hulking creature.
14
Chaos Warriors and Exalted BSB and Chaos Chariot vs. White Lions and Frost Phoenix
With the death of the chaos champion, the exalted battle standard pointed his sword at the white lion champion.
He dealt the white lion a fatal blow, but the earth blood closed the wound quickly and negated the kill.
The white lions and their great axes took out five more warriors, and the frost phoenix was able to do another
wound to the chariot with its thunderstomp.
The chaos warriors in return had another bad streak of luck, only dropping a single elf. The result was a heavy
loss for the chaos warriors, and they broke and fled while the elves all restrained pursuit due to the closing gate.
Things were looking grim for the chaos forces, but the scenario was about killing the general so was nowhere near
over quite yet.
15
Chaos Turn III
The chaos turn started with both the chariot and chaos warriors rallying and turning back around to face the
incoming elven battle line. The gate was now murderously close to shutting on them, but at this point in the battle
it became quite clear that it was going to come down to chaos being able to kill the elven prince.
The chimera and the demon prince both flew over the elven lines and landed in front of the silver helms, daring
them to charge. The one thing that was missed was that the chimera’s base was a good ¼” in front of the Demon
Prince, which meant that when the cavalry charged it would not contact both monsters…
The magic phase was largely uneventful, other than the gates moving 3” closer still. The demon prince attempted
to summon some undead, but was countered by the elven mage, and the attempt to cast Doom & Darkness on
the cavalry again was also countered.
The chimera and demon prince both had fiery breath attacks, and unleashed them on the silver helms. Through
some decent rolling on their part, and poor rolling on the elves, six of the silver helms were fried, leaving seven
and the prince remaining.
16
High Elves Turn III
The Silver Helms charged full boar into the chimera, who turned and fled the charge. The Silver Helms were
able to redirect into the Demon Prince to set up the final conflict that would decide the game.
The fleeing Chimera was cut down by a White Lion charge, and the remaining elven forces began reforming and
turning to face the Demon Prince.
The Demon Prince challenged the prince, who accepted and sauntered out of his cavalry unit. For all the
marbles, his shining great sword clashed with the dark blade of the demon prince in a shower of sparks and
lightning.
Initiative 8 vs Initiative 8, these two heroes would be striking simultaneously (as the great weapon the prince
wielded took away his always strikes first ability).
The Demon Prince drew first blood, striking three times and managing to inflict a wound on the Prince. The elf
in return returned the favor, inflicting a wound back on the demon prince.
17
Chaos Turn IV
The gate closed on this turn, vaporizing the entire chaos army save for the demon prince. It was truly down to the
final battle between the two generals.
The Demon Prince slammed down into the prince and inflicted another pair of wounds, but the elven general was
able to save both. The demon prince was not as lucky, as the prince sliced not one but two more wounds off of
the demon prince!
With a wound left, at the bottom of the fourth turn the demon prince was able to put another wound on the
prince (leaving him with one) but the prince was able to finish off the demon prince and ended the threat of the
chaos gate.
Final Score: High Elves 2,125 – Chaos 210 (5 point campaign victory)
18
Knockout Round 1 Group Standings and Scores
GROUP A Chris Brown (Goblins) Travis Childress (Lizardmen) Not Played
Brad Hiner
(Warriors of Chaos)
Michael Masterson (Empire) Desert Ambush 1972–546 Empire Victory
GROUP B
Cory Jenkins (elven legion) Kevin Nash
(Warriors of Chaos)
Defense of Alderfen 2125-210 Elven Victory
Corey Vanover
(Archaon’s Legion)
Lance Yousey (Empire) Battle of Blight Water 2050-621 Chaos Victory
GROUP C
Chris Nye (Archaon’s Legion) Seth Gall (Elven Legions) Thedorics Last Charge 1289-889 Chaos Victory
Josh DeWitt (Ogres) Justin Bischoff (Vampires) The Vampire Coast 1900-695 Ogre Victory
GROUP D
Chris Gladin (Elven Legions) Henry Jones (Empire) Heffengen: Fire & Iron 2275-276 Elven Victory
Trevor Willison (Skaven) Lance Pfeiffer (Daemons) Heffengen: Fire & Iron 492-70 Skaven Victory
GROUP E
Jeff Starks (Ogres) Michael Ralston (Daemons) Maisontaal 320-170 Ogre Victory
Hagen Kirk (Skaven) Shawn Payne (Bretonnia) Not Played
GROUP F
Bobby Bentley (Lizardmen) Charles Garlinger
(Archaon’s Legion)
Heffengen: Fire & Iron 2232-1046 Lizardmen Victory
Tony Lopes (Orcs & Goblins) Keith Rankin (Ogres) Thedorics Last Charge 1689-1009 Ogre Victory
GROUP G
Vince Starks (Dwarfs) Josh Taflinger (Lizardmen) Battle of Blight Water 1805-475 Dwarf Victory
Rob Prince (Bretonnia) Charles Scudder
(Warriors of Chaos)
Not Played
19
GROUP A Army Wins Losses Draw BP PF PA Michael Masterson Empire 1 0 0 5 1972 546
Brad Hiner Warriors of Chaos 0 1 0 0 546 1972
Chris Brown Goblins --- --- --- --- --- ---
Travis Childress Lizardmen --- --- --- --- --- ---
GROUP B
Cory Jenkins Elven Legion 1 0 0 5 2125 210
Corey Vanover Archaon’s Legion 1 0 0 5 2050 621
Lance Yousey Empire 0 1 0 0 621 2050
Kevin Nash Tamurkhan Chaos 0 1 0 0 210 2125
GROUP C
Josh DeWitt Ogres 1 0 0 5 1900 695
Chris Nye Archaon’s Legion 1 0 0 3 1289 889
Seth Gall Elven Legion 0 1 0 0 889 1289
Justin Bischoff Vampire Counts 0 1 0 0 695 1900
GROUP D
Chris Gladin Elven Legion 1 0 0 5 2275 275
Trevor Willison Skaven 1 0 0 3 492 70
Lance Pfeiffer Daemons 0 1 0 0 70 492
Henry Jones Empire 0 1 0 0 275 2275
GROUP E
Jeff Starks Ogres 1 0 0 3 320 170
Michael Ralston Daemons 0 1 0 0 170 320
Hagen Kirk Skaven --- --- --- --- --- ---
Shawn Payne Bretonnia --- --- --- --- --- ---
GROUP F
Bobby Bentley Lizardmen 1 0 0 4 2232 1046
Keith Rankin Ogres 1 0 0 4 1689 1009
Tony Lopes Orcs & Goblins 0 1 0 0 1009 1689
Charles Garlinger Archaon’s Legion 0 1 0 0 1046 2232
GROUP G
Vince Starks Dwarfs 1 0 0 5 1805 475
Joshua Taflinger Lizardmen 0 1 0 0 475 1805
Rob Prince Bretonnia --- --- --- --- --- ---
Charles Scudder Warriors of Chaos --- ---- --- --- ---- ---