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"Cardo’s Tigers” Mercenary Army Versus Skaven—Part 1

The Prince of Trantio hired us, Cardo’s Tigers, to help him defend the Principality of Trantio against an invasion army of Skaven, led by the Grey Seer Thanquol. Thanquol was “a favoured agent of the Council of Thirteen,” who ruled the Skaven realm, known as the Under-Empire.

(Note: The names in this narrative use the more-famous names of heroes in each of these positions. However, the same person cannot be in different places at the same time. So, I have used these celebrity names, to represent the kind of person in various units.)

According to intelligence reports, the Skaven Army consisted of:

Lords:
Thanquol, Grey Seer Wizard, Level 4—450 points.
He uses the Skaven Spells of Ruin and/or the Skaven Spells of Plague (pp.78-79). (See “Skaven Magic,” pp. 78-79.)
Thanquol has a sword, a warp-amulet, Staff of the Horned One and warpstone tokens (p. 98).
His bodyguard is Boneripper, a mutant Rat Ogre bodyguard, one of whose arms has been built to incorporate a Warpfire Thrower (pp. 76-77). Boneripper instills fear and is Unbreakable (p. 98).

Grey Seer, a Level 4 Wizard--240 pts. (See pp. 41, 99.)
He uses the Skaven Spells of Ruin and/or the Skaven Spells of Plague (pp.78-79). He has a hand weapon and warpstone tokens (p. 99) and a warplock pistol (p. 33).
His “mount” consists of the infamous Screaming Bell (pp. 42-43), pushed into battle by 30 Clanrats (see below).

Rare:
Hell Pit Abomination--235 points. (See pp. 56-57, and 106.)
It causes Terror, is stubborn, regenerates and is Too Horrible to Die (p. 106).

1 Warp Lightning Cannon, with an Engineer and crew of el--90 pts. (See pp. 68, 106.)

Special:
3 Warplock Jezzail teams—70 pts.
Each team of 2 sharpshooters is armed with a long-barrelled Jezzail rifle that Is also a warpstone weapon, hand weapons and a pavise. (pp. 65, 99 and 105). 1 team was upgraded to a sharpshooter team.

5 Rat Ogres, with 2 Packmasters (p. 53)--216 pts. (pp. 55-104)
Skweel Gnawtooth—100 pts. (pp. 55, 71 and 102).
Skweel carries a warpstone-studded lash, his Warp-Lash, light armor and is armed with the Weeping Blades (pp. 103 and 107). He is accompanied by his Verminous Bodyguards: a small host of rats and his loyal Wolf Rat, Gutsnagger (p. 71). All his pack’s attacks are Poisoned Attacks, a Clan Moulder favorite.
The Packmaster has light armor, a hand weapon and a whip (p. 104).

Core:
30 Stormvermin, with shields--320 pts. This is the unit Thanquol leads.
Heavy armor, hand weapon and halberd (p. 102).

10 Stormvermin, with Command Group—175 pts. This is a Warpfire Thrower (WFT) detachment.
Heavy armor, hand weapon and halberd (p. 102).

30 Clanrats—220 pts. (See pp. 34, 102.)
Light armor and hand weapon (p. 102).

20 Clanrats, with Command Group--110 pts. (See pp. 34, 102.)
Light armor and hand weapon (p. 102).

60 Skavenslaves, with slings, shields and spears—180 pts. (pp.36, 102).
Each of them also have a hand weapon (p. 102).

10 Night Runners, equipped with a (60-pt.) War-grinder (p. 64)—140 pts. (See pp. 50, 103.)
Each of them also has a sling (p. 103).

10 Giant Rats, with 2 Packmasters—30 pts. (pp. 54, 103).
Each Packmaster has light armor, a hand weapon and a whip (p. 103).

1 Rat Swarm—25 pts. (pp. 37, 103).
Unbreakable (swarm).

Total: 2,599 points

Our Mercenary Army, “Cardo’s Tigers,” consisted of the following individuals and troops:
Lord:
Arklan, Wizard, Level 4—310 points. (He is a Lore of Fire wizard.) He joins Long Drong Slayers.
He has 4 spells and 4 dispel scrolls.

Heroes:
Michael Cardo, Mercenary Captain—118 pts. I lead the 1st Lancer (Light Cavalry) company.
Captain Cardo wears heavy armor, has a shield, a pistol and a handweapon. He also has Van Horstmann’s Speculum and the Helm of the Skaven Slayer. Rides a warhorse.

Paymaster Ulrich Basinger—75 points.
He has heavy armor, a shield, a hand weapon and a brace of pistols.
Ulrich’s treasure chest is on a cart, pulled by a donkey. The cart carries the Tiger’s Battle Standard.

Murton, Wizard, Level 2—145 pts. (He is a Lore of Metal wizard.) He joins the 1st Duellist Company, protecting the cannon.
He has 2 spells, a dispel scroll and a staff.

Thayer, Wizard, Level 2—155 pts. (He is a Lore of Life wizard.)
He has 2 spells, a dispel scroll and a staff. Rides a warhorse.

Special:
Golgfag and 3 Ogres—285 pts. Includes Skaff, his Standard Bearer, and a Horn Blower.
Instills fear. They are equipped with heavy armor and 2 hand weapons (axes).

Long Drong and 9 Pirate Slayers—195 pts. Includes Standard Bearer and Drummer.
Unbreakable. They have pistols.

Rare:
1 Cannon, with 3-man crew—85 pts.

Malakai Makaisson and his Goblin Hewer, with 2 other Dwarf Slayers—130 pts.
Unbreakable.

Core:
Voland and 9 Venators—315 pts. Includes Standard Bearer and Musician.
Heavy cavalry, with lances, shields, hand weapons and heavy armor, riding barded warhorses.

Leopold and 16 Leopards (Paymaster’s bodyguard)—250 pts. Includes Standard Bearer and Musician.
Unbreakable. Heavy armor and pikes.

15 Tilean Crossbowmen—120 pts.
Crossbow and hand weapon.

Pirazzo and his Lost Legion: 4 Crossbowmen and 10 Pikemen—210 pts.
They wear light armor. Pirazzo is armed with a hand weapon and a crossbow.

14 Light Cavalry, with shields and spears—196 pts.
Fast Cavalry, with light armor.

16 Duellists, with pistol and throwing knives—176 pts.
They are Skirmishers.

Total: 2,595 points.

TURN 1:

The Skaven move the Hell Pit Abomination 11 inches and their other units 10 inches forward. The weapons teams move away from their parent units.
We wait.
Magic—Thanquol casts the Death Frenzy on the 20 Skavenslaves in from of his Guards. The Grey Seer fails to cast.
Our Wizard Lord, Arklan, hits the Hell Pit Abomination with a Wall of Fire, a flaming attack, and inflicts 1 wound! Murton hits it with Forked Lightning, inflicting 1 more flaming wound!
Shooting—The Warp Lightning Cannon hits the Goblin Hewer, killing one of its crewmen.
Malakai and his Goblin Hewer return the favor, killing one of the cannon’s crew.
Pirazzo, himself, kills 1 of the Clanrats.
Our cannon hits the Hell Pit Abomination, inflicting 1 more wound (down to only 3 Wounds left).
The Crossbowmen pick off one of the left Jezzail team, killing him.

TURN 2:

The Skaven charge forward. The Hell Pit Abomination charges forward, but falls 1 inch short of our line.
Magic—Thanquol casts the Scorch spell, striking Captain Cardo. Thayer uses his Healing spell, to completely heal Captain Cardo (and his horse)! But, Cardo’s armor smokes a bit, for the next turn or two!
Murton casts his Molten Silver spell on the 12 remaining Skavenslaves, killing 6 of them! They continue to flee, 3 more inches.
Shooting--The Warp Lightning Cannon misfires, overloading its energy. It turns 90 degrees to its left and fires 19 inches, killing the Jezzail Sharpshooting Team!
The 2 Jezzail teams kill two Crossbowmen (13 are left).
The Crossbowmen kill the remaining member of the left Jezzail team, eliminating it. They also kill one of the right Jezzail team.
Malakai and his Goblin Hewer hit the Warp Lightning Cannon, but fail to inflict any wounds to it.
Our cannon fires grapeshot into the Skavenslaves attacking it, killing 8 of them. The others panic, running into the Grey Seer and his Clanrats pushing the Screaming Bell. They panic, too,
abandoning the Bell. They flee 12 inches!
Long Drong and his Slayer Pirates kill the Rat Swarm attacking them, eliminating it.
4 Duellists hit the Hell Pit Abomination, inflicting the monster’s last 3 wounds, killing it! Since several of its previous wounds were flaming attacks, it cannot regenerate!
Close Combat—Golgfag and his Ogres charge the 13 Skavenslaves, killing 4 of them (9 are left). But, they are in the Death Frenzy, so they do not panic.
The Lancers charge the Rat Ogres. Captain Cardo kills Skweel Gnawtooth with my pistol and his Wolf Rat, Gutsnagger, with his sword. My other Lancers and the 2nd Lancers kill Skweel’s
Verminous Bodyguard rats and the other Packmaster. But, his Rat Ogres do not panic.
The 3rd Lancers (4) remain in reserve.

TURN 3:

The Grey Seer rallies his Clanrats, and reforms them; but, he can cast spells this turn.
But, the 6 Skavenslaves flee 8 inches more.
Magic—Thanquol tries to cast his Cracks Call spell, but fails. The Grey Seer tries to cast his Howling Warpgale spell, but fails.
Arklan successfully casts his Fiery Blast spell against the Warp Lightning Cannon, inflicting 2 wounds on it.
Thayer leaves the Duellists and joins Leopold and his 4 Leopards, as the Stormvermin approach.
Shooting—The last Jezzail kills one more Tilean Crossbowman (12 left).
The Warp Lightning Cannon misses the Goblin Hewer, but hits the Crossbowmen, killing one more of them (11 left). They pass the panic test, though.
The Crossbowmen kill the remaining member of the right Jezzail team, eliminating it.
Malakai Makasson and his Goblin Hewer hits the Warp Lightning Cannon and inflicts 1 wound on it (1 wound left).
Our cannon fires at the Warp Lightning Cannon, but misses. The shell drifts 2 inches and hits the edge of the 30 Clanrats pushing the Bell. It kills 6 of them, but they do not flee.
Long Drong and his Pirates hit the Warpfire Thrower team, killing them.
I shot a Rat Ogre, wounding him once (down to 2 wounds).
Combat—10 Stormvermin hit the 4 Duellists defending the cannon. They kill all 4 Duellists. The Stormvermin pursue into the 8 Duellists defending the Leopards and the Paymaster. They kill 4 more
Duellists, but the others do not panic.
10 Giant Rats, led by 1 Packmaster, attack the flank of Golgfag and his Ogres. They hit the Ogres, but score no hits.
Golgfag kills the Packmaster; then, he and his group kill another Giant Rat (9 left). Without their Packmaster, they panic and flee 4 inches to the left. Golgfag and his Ogres cannot pursue,
though, because they are engaged in combat with the 9 Death-Frenzied Skavenslaves.
The Lancers and I attack the Rat Ogres, killing 2 (3 are left). They panic and flee 11 inches to the left. We overrun them, eliminating them, and hit the rear of the unit led by Thanquol.
Boneripper misses with his Warpfire Thrower. (He cannot use it anymore.) I challenge Thanquol, but he flees to the rear (the opposite flank). We wound Boneripper once (2 wounds left).
The Ratling Gun Detachment opens fire, but misfires and blows up, killing its crew! We killed 5 more of the Stormvermin (25 left).
Voland and his Venators attacked the 20 Skavenslaves, killing 2 of them (18 left).
The 4 Duellists and 8 Leopards hit the 10 Stormvermin attacking them, killing 6 of them (4 left). (The other 8 Duellists and the other 8 Leopards protect the Paymaster.) The remaining 4
Stormvermin do not panic, though.
The 3rd Lancers (4 Light Cavalrymen) charge these 4 Stormvermin and kill 1 more of them. But, the last 3 of them still do not panic!
This is the end of Turn 3 and Part 1.
(05-15-2010 11:43 PM)miklamar Wrote: [ -> ]"Cardo’s Tigers” Mercenary Army Versus Skaven—Part 1

Lords:
Thanquol, Grey Seer Wizard, Level 4—450 points.
He uses the Skaven Spells of Ruin and/or the Skaven Spells of Plague (pp.78-79). (See “Skaven Magic,” pp. 78-79.)
Thanquol has a sword, a warp-amulet, Staff of the Horned One and warpstone tokens (p. 98).
His bodyguard is Boneripper, a mutant Rat Ogre bodyguard, one of whose arms has been built to incorporate a Warpfire Thrower (pp. 76-77). Boneripper instills fear and is Unbreakable (p. 98).

Grey Seer, a Level 4 Wizard--240 pts. (See pp. 41, 99.)
He uses the Skaven Spells of Ruin and/or the Skaven Spells of Plague (pp.78-79). He has a hand weapon and warpstone tokens (p. 99) and a warplock pistol (p. 33).
His “mount” consists of the infamous Screaming Bell (pp. 42-43), pushed into battle by 30 Clanrats (see below).

I do not have the Skaven book in front of me, but aren't those both lord choices? As such, how are there two of them in a game under 3000pts?

(05-15-2010 11:43 PM)miklamar Wrote: [ -> ]1 team was upgraded to a sharpshooter team.

Once again, I don't have the Skaven book infront of me, but I don't remember this option, care to enlighten me?


(05-15-2010 11:43 PM)miklamar Wrote: [ -> ]60 Skavenslaves, with slings, shields and spears—180 pts. (pp.36, 102).
Each of them also have a hand weapon (p. 102).

This is a ridiculously tooled up unit of slaves. Your friend would have been much better off fielding 2 units of 30 with just slings.

(05-15-2010 11:43 PM)miklamar Wrote: [ -> ]Our Mercenary Army, “Cardo’s Tigers,” consisted of the following individuals and troops:
Lord:
Arklan, Wizard, Level 4—310 points. (He is a Lore of Fire wizard.) He joins Long Drong Slayers.
He has 4 spells and 4 dispel scrolls.

Heroes:
Michael Cardo, Mercenary Captain—118 pts. I lead the 1st Lancer (Light Cavalry) company.
Captain Cardo wears heavy armor, has a shield, a pistol and a handweapon. He also has Van Horstmann’s Speculum and the Helm of the Skaven Slayer. Rides a warhorse.

I am confused. How does your hero have Empire magic items? And if you agreed with your opponenet to allow it, why doesn't your Wizard Lord have something besides Dispell Scrolls?


(05-15-2010 11:43 PM)miklamar Wrote: [ -> ]Paymaster Ulrich Basinger—75 points.
He has heavy armor, a shield, a hand weapon and a brace of pistols.
Ulrich’s treasure chest is on a cart, pulled by a donkey. The cart carries the Tiger’s Battle Standard.

Is this a reference to Mydas the Mean, the special character paymaster? If not, is there an actual 'cart'? Does it have a model or rules of any kind?


(05-15-2010 11:43 PM)miklamar Wrote: [ -> ]Murton, Wizard, Level 2—145 pts. (He is a Lore of Metal wizard.) He joins the 1st Duellist Company, protecting the cannon.
He has 2 spells, a dispel scroll and a staff.

Thayer, Wizard, Level 2—155 pts. (He is a Lore of Life wizard.)
He has 2 spells, a dispel scroll and a staff. Rides a warhorse.

Do the staffs these wizards have just refer to their hand weapons?


(05-15-2010 11:43 PM)miklamar Wrote: [ -> ]14 Light Cavalry, with shields and spears—196 pts.
Fast Cavalry, with light armor.


16 Duellists, with pistol and throwing knives—176 pts.
They are Skirmishers.

Are these both single units?



Thanks for answering, I'm just trying to get a better idea of exactly what forces are being used in the battle!
@Shane:
You are correct. The Skaven armylist is illegal as it has two lord choices in an army of less then 3000 points.

The sharpshooter team is a champion upgrade for a Warlock Jezzail unit.

The Slave unit, to me, is an indication that the opponent certainly needs to check out the various tactics that exist for this army, as it is indeed far too expensive with the options it's tooled out with... Then again, I raised my eyebrow over the 10 stormvermin taken.

Greetz
It doesn't really matter as both the lists where illegal. It would be one one thing if one was as that would be unfair but as both where it doesn't matter too much for this game. In future you can't put an unbreakable character in an unbreakable unit, you had one more character then was allowed and Leopold isn't unbreakable, and I don't excatly understand how some of your units are made, the duellists the light cavalry and the crossbowmen. It doesn't really matter too much, but just learn from your mistakes for next time. I remember thinking that I could use the lore of beasts with my orc shaman when I first started, and didn't understand why I couldn't when someone said it was illegal. LOL....good times.....
(05-16-2010 04:41 PM)Skaven Lord Vinshqueek Wrote: [ -> ]Then again, I raised my eyebrow over the 10 stormvermin taken.

Greetz

Oh yeah, the Skaven list is, to put it mildly, junk, but both lists seem to be so... off(?) that I was wondering if they were playing some type of scenario, or if the exact details of the armies were lost in translation.



Regardless, though, sounds like a fun a game!
It doesn't look very competitive, but a lot of fun when I read the report.

Both players have alot to learn. Exept having fun with a game of warhammer, they excel in that department Wink
Although we used the new Skaven Army book, neither of us has led a Skaven Army before. My friend graciously volunteered to be the Skaven general, although he had not played them before, or maybe only once before. As you have said, we have a lot to learn. And, in all fairness, he knows less about each of my opponents’ armies that he leads against me than I know about my own army. So, I have an obvious advantage, in that regard.

I added the third wizard at the last second, after reading other general’s reports, without realizing that he gave me too many characters! But, on the other hand, we thought Thanquol was a Lord, while the Grey Seer was a Hero. If they are both Lords, then perhaps our errors balance each others’ mistakes (at least, for this battle that we’ve already fought!).

Who is the Unbreakable Character with the Unbreakable unit? Is the Wizard Lord Unbreakable? Also, I thought Leopold and his men were Unbreakable, as well as being Immune to Psychology. Is this not correct?

Regarding the equipping of the Skavenslaves, you might be right in choosing two units with just slings. But, as it turns out, the extra weapons (especially shields) enabled them to fight longer than I had expected—or hoped!

Regarding magic items, are we Dogs of War able to use Empire items, or are we just restricted to generic “Common Magic” items? I thought I’d see if I could use them. If not, those points could go toward a few more troops or toward giving my Wizard more items. I had read, in other threads, that it was good to have as many dispel scrolls as possible, so that is why I went that way. I thought the wizards each had a hand weapon and could take a wizard’s staff, in addition. Does the staff count as a hand weapon?

Since the Duellists and Light Cavalry troops are Core units, I just kind of lumped their description together, but divided them into smaller units I call “companies,” for deployment. To protect the Paymaster, I thought I could position 4 Duellists on each side, to respond to any tunnelers or anyone else who threatened him. I thought I’d also divide Leopold’s Leopards in a similar way. Is that permissible, or do we have to put the Paymaster within a block-unit?

The Paymaster is described as riding a cart that carries the treasure chest (with the army’s pay and other profit) on it. It is drawn by a steady donkey or some such animal, and it can carry our Battle Standard on it, from what I’ve read.

The 10 Stormvermin surprised us, in reaching the Paymaster’s bodyguard units and in fighting so well against our greater numbers! The Death Frenzy that Thanquol put one unit of his Skavenslaves made them stand up more firmly against Golgfag and his Ogres than we expected, so I think that proved to be a good move on my opponent’s part. I had hoped the Ogres would rip though them easily, then come to our assistance. But, the frenzied Slaves’ resistance delayed this.

Even if our lists were not as efficient as possible, my friend and I had an enjoyable time slugging it out. The battle seemed to hang in the balance for quite some time—longer than earlier battles I had fought. So, I thought my adversary did a commendable job, considering his inexperience in leading a Skaven force.

I still have a lot to learn about leading my army to the best of its ability, but I appreciate all your suggestions. That is why I just posted the first half of our battle, to see what responses we got. I am really pleased that so many of you have posted helpful questions and comments about this encounter. My friend and I have certainly learned a lot from your observations and suggestions, so we can do a better job (and be “legal”!) in future combats!

So, if my list is illegal or incompetent, should we try to improve our lists and refight this battle? Or, fight a second battle, using the refinements you all have suggested? What do you suggest?
Your list said you put your wizard (Arklan) with Long Drongs. Long Drongs are unbreakable but the wizard isn't, so you can't put the wizard with Long Drongs. The main difference between unbreakable and ITP is that you still have to roll for break tests in combat, while with unbreakable units you don't.
(05-19-2010 07:05 AM)arkfatalis Wrote: [ -> ]Your list said you put your wizard (Arklan) with Long Drongs. Long Drongs are unbreakable but the wizard isn't, so you can't put the wizard with Long Drongs. The main difference between unbreakable and ITP is that you still have to roll for break tests in combat, while with unbreakable units you don't.
Thank you, arkfatalis. Now I understand what you meant. Thank you for the clarification. I will put Arklan with my Tilean Crossbowmen (Core unit) from now on.
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