This morning Ryan brought his Vampires around and we had a game of Pillage.
I made changes to my Ratkin list subbing out a Weapons Team, the Hackpaws and the Murant Rat Fiend to try our some Death Engines. Recently I had found that the MRF had really suffered from his De 4 and so the ability to add some De 5 into the army was attractive.
We sprinkled some terrain around the table and then rolled up 6 objectives.
Here you can see five of the counters - one is behind the wood on the hill. The final counter is in the corner to the right of the photo, past the house.
When we rolled for sides, Ryan won and took the side with three in the deployment zone leaving me with the side with three centre pieces.
My deployment was concentrated on the centre. I knew I had to make sure I had all three of them and then I could use the Deamonspawn to contest one in Turns 5 & 6. Well that was the plan anyway.
You can see the three I had to take here.
Ryan had Ghoul regiments babysit his three objectives. In the centre he had his cavalry, the revanent on wrym plus a big unit of Skellies. Behind them were an allied Night Stalkers screamer, a regiment of Doppelgängers plus a necromancer.
Turn One
Ryan edged his line forward for an assault on the centre. He had the three rear objectives under Ghoul control and needed to at least contest one in the centre. The Screamer inflicted one wound on the Daemonspawn.
The Skellies were a little bit tentative and positioned themselves for a move forward in Turns 2 & 3.
On my right the Werewolves moved to cover an attack on the Ghouls.
I pushed forward and was able to inflict three wounds on the Revanent from a Lightning Bolt.
More magic and shooting wavers the wrym while the necromancer is killed outright. This removes Surge from the centre for the next turn at least. I got very lucky with my Death Engine shooting rolling up 12 and 13 shots respectively. The first did 9 hits on the wrym while the second inflicted 8 on the Necro.
Turn Three
The Wrym regens two wounds but is still very much under pressure. He edges back as does the Screamer. The LB from the Screamer fails to wound the Daemonspawn.
Both charges bounce. In the background you can see the Vamp Lord has moved back to babysit the Ghouls.
The Ghouls holding the objective on the right have sat behind the wall. I think this may have been a mistake as if they had charged the Slaves they would have broken them and then had a 66% chance of getting back behind the wall. As it was I charged both units in and although Hindered they broke the Ghouls giving me a fourth objective. Regardless though I would still have been contesting so it wasn't pivotal in the outcome.
Turn Six & Aftermath
Turn Six was very timid. There was little Ryan could do and I was unwilling to commit my Daemonspawn to contest one of the two objectives he was holding - given I was already up 4-2.
In the end it was a comfortable Ratkin win but I do think I had the best of the dice. The Death Engines rolled three sixes and a five for shots - more importantly on the critical turns. While I benefited from a Double 1 with the Slaves I believe the Brutes would have broken the Werewolves eventually and moved to contest the counter.
Overall the list worked well I think I was helped by the early hits on the Wrym which created unease in Ryan's mind. The Death Engine was an improvement over the MRF as it participates earlier in the game without having to risk its points.
I'm keen to give the list another runout soon.
Thanks to Ryan for the game (and bringing Chocolate Caramel Slice)
Nice batrep and pics. Yes in hindsight pushing up mid game would have been a better plan. Loving the new table.
ReplyDeleteThis was a fun report! I've included this in my list of KoW battle reports: Kings of War gameplays
ReplyDelete