The legions of Krak Crowncracker

Welcome to a a bit of a different change of pace from the normal NPC night tonight as I gear up for three weeks of competitive Warhammer. Tonight I am exploring the legions of Krak Crowncracker and what the army list is that I am considering taking to the next three competitive matches.


The legions of Krak Crowncracker

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First off in traditional Warhammer style I have the list.

Now to explore the legions I have something a bit different.


Royalty


Name: Krak Crowncracker

Unit: Abhorrent Arch Reagent

Krak Crowncracker stole his crown from the previous king. Being an older, more experienced Abhorrent King the overthrowal of the old ruler of the courts wasn’t a particularly difficult task. In fact with the support of the Lady Reagent and his most loyal courtiers it was child’s play.

Wearing the dermal robe, a treasured artefact, he is a particularly potent spell caster. With his natural abilities no surprise that he is able to bolster his knights to perform greater feats of bravery and heroics.

When fighting near his two supporting kings, those that rule over kingdoms nearby who swore loyalty to him, he is a potent commander.


Name: Lady Alloren Drakrender

Unit: Abhorrent Ghoul King on Zombie Dragon

Kraks second in command when he is not on the field Alloren is a ferocious combatant with or without her dragon. Leading the charge and wading into the masses of bodies she shows The legions of Krak Crowncracker how its done. She herself fights harder to convince the serfs and knights to follow her, and her dragons, foot steps. With her ferociousness in full display, and the ancient dragon under her command, it is a rare sight indeed for troops, serfs or otherwise, to flee from the battlefield when she is nearby.

Adorning the Decrepit Coronet she is chosen of Krak to lead his legions, for this battle at least, and the legions of serfs are more than happy to follow her to their demise.


Name: Duke Bryce Tallowswallow

Unit: Abhorrent Ghoul King

Lord Bryce Tallowswallow is ruler of one of the fiefdoms of Krak Crowncracker. Bryce inspires the troops he oversees to fight harder, the serfs and knights are normally eager to prove themselves to Bryce as he is in charge of distributing the most delicious of loot.

Bryce wasn’t always third in command, no, until Krak took over he was fighting wars with the previous reagent. However the demonstration of Kraks’ power, his cunning and his ruthlessness to get what he desired swayed Bryce take a knee instead of taking up his sword.

Nobility


Name: Bran Hoofgnasher

Unit: Crypt Haunter Courtier

Bran is a huge knight, and a bigger Crypt Haunter at that. Standing way taller than the average man the magic and blessings from his king swell him with pride, fervour and the desire for bloodshed. Normally positioned near the thick of it he is not afraid to bound into melee himself. With the bolstering of his king, and the artefact he carries (the Flayed Pennant) those around him and in particular his knights are fast and brutal first engagers.


Name: Lord Tyson Tearn’swallow

Unit: Crypt Ghast Courtier

Unlike Bran, Lord Tyson is a small and weaselly man. Thin of nature he manages to whip the Serfs that follow him into a frenzy and even has displayed the uncanny ability to bring order back into the hosts when they start to waver.


Name: Luke Bonespittle 

Unit: Crypt Ghast Courtier

Not yet given the title of Lord, Luke is a relatively untested courtier who has followed Krak to the battlefield to gain experience in commanding troops. Whilst not as thin and weasel-like as Lord Tyson he is just as persuasive to the lower classes, coming from one of them himself, and they follow his orders. Given the smallest contingency on the battlefield, except for Kraks Scouts, he is generally well organised and follows the plan to the letter.

Knights


Name: Bran’s Burning Knights

Unit: 6xCrypt Horrors

Leader: Kale Ironshot

Brans Burning knights are the biggest of his knights and when they charge the impact of their blades is felt across the battlefield. These knights are the true hammer of the court and are able to smash through and battleline or regiment that is foolish enough to stand in their path.



Name: Shining Tooth

Unit: 3xCrypt Horrors

Leader: Reginald Tongueslitter

Quicker and more of a skirmish unit than the Burning Knights the Shining tooth pick off key units and wade into them without fear for their safety. To them the mission is all and if they can prevent invaders and those who challenge Krak or Bran from reaching their lords and kings then they consider their mission complete.

Serfs



Name: Tyson’s Fury

Unit: 30xCrypt Ghouls

Leader: Kitty Flayedback

Kitty Flayedback leads the most zealous and ferocious infantry and footmen that Krak has ever seen. With a single call from his horn, or inspirational command they throw themselves like cornered beasts into the enemy and bring them down with blade, pick or axe. Although not as big or armoured as the knights, generally just wearing the colours of Krak’s courts they fight as if they were the mightiest warriors on the battlefield – and they might be just right.



Name: Bolstered Bulwark

Unit: 20xCrypt Ghouls

Leader: Kate Goredribble

Whilst not ferocious and hungry for a fight as Kitty’s warriors Kates are staunch defenders and never falter. Listening to their lords or kings last orders they carry them out to the letter regardless of what crests the hill in front of them or kicks down the gate. Proving themselves resourceful multiple times they have earnt a seat at Krak’s table – good things are in Kates future goblet



Name: Sparrowhawks

Unit: 10xCrypt Ghouls

Leader: MIA

Not given a specific title based on the deeds of a few in the group Krak’s Sparrowhawks are the first to spot the enemy. Generally used as a rear guard to ensure that the Arch Reagent, his courtiers and lords are safe from an ambush. This has however resulted in a higher than average turnover of this specialised group and they are always seeking new members.

Now you may have noticed that not all the names are called out in the list or the alternative writeup for them. This is because characters, such as Vorn Blackblood – my Varghulf courtier from last nights For The Sorvereign, are reinforcements who join Krak nearly every conflict – however they rarely appear on the battlefield originally.

I also tried to explain the role of each of my units as well – some have very specific roles such as providing areas of denial for teleporting (deep striking) or for counter charging (The Burning Knights) or even pinning something down for a turn (Shining Tooth) and their purpose doesn’t really change in the Legions of Krak Crowncracker.


Thanks for joining me tonight to get a glimpse at the thoughts behind my list and what it constitutes. Don’t forget to come back each night as I expand upon my thoughts behind my Warhammer and, always, don’t forget to roll with advantage,
The Brazen Wolfe

For the sovereign

Welcome to a what I am calling as my week off. As I prepare for the first age of sigmar tournament I am attending this year, sovereign smash, I am left asking myself. What do I need to do to prepare for the sovereign?

I have my army, one I will perfect over the next two weeks as I prepare for the sovereign smash tournament. Now I just need my theme. Theme and the story behind my army is important for me to really invest in the success for my Warhammer and a long standing army of mine is still king. Well Arch Reagent. The Flesh Eater Courts.

This week and the next I prepare by taking my army through the ringer against a couple of local players who are both excellent hobbyists in a local league finals. Yeah, I managed to get 3rd place overall and got into the finals to decide the who were take home the 1st place crown.

So I wanted to write up a bit about my current formation of my army and allude to possible future iterations. So I give you my great delusion.


For the Sovereign

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The green grass of the field ahead of them was only broken by the pillars of woodwork and stone that his men had erected years ago. The vibrant banners flapped in the winds as his followers, mighty knights, his courtiers and the largest gathering of serfs that had been witnessed on a battle field for many years now.

Looking across the battlefield the serfs had just finished setting up the tower from which he could sit upon and conduct battle. It was a fine day for a fight and these interlopers, these invaders were here to fight to claim the title Sovereign. It was his title and not one that he would share lightly. In fact there was only one other that he would consider sharing this title with and she was vacant from this battlefield. Probably wise as her appetite for bloodshed was almost as high as her other appetites.

Climbing his throne-like tower he stood high above the surrounding lands and looked across his men. His general caught his eye. A woman of rare bearing and even rarer martial prowess, much like himself. Tall for her kind and despite her ruthlessness in combat she shared a strange fondness for the beast she rode into battle. A dragon. Shaking his head, his twinned moustache floating in the spring breeze he heard the first trumpets of his scouts saw the unholy minions of darkness streak towards the ground in bolts of lightning.

“How she can manage to keep astride that beast and still manage to direct troops is beyond me” he muttered to himself.

“Arch Reagent!” a portly man, one of his courtiers, Bran Hoofgnasher, called to him as he strode swiftly towards him. “The invaders have fell beasts on their side. The knights are ready to engage but I fear the Serfs will falter.” The man was correct, he rarely was wrong when it came to his knights and their ability to sew chaos and bloodshed.

“Well I better hope that Lord Tyson Tearn’swallow and Luke Bonespittle can keep their men in order until reinforcements arrive. This is a battle we can not afford to lose as I hear rumours of a gathering of others who would wrestle my crown from me.” The Arch Reagent, Krak Crowncracker, said as he looked over the gathering of men, beasts and knights.

Besides. We also have a dragon.

The call to arms went out swiftly and with a sudden burst of movement the enemy was advancing towards them. Foul black knights in armour the glimmered and shone in foul mockery of their dark nature formed walls of flesh and steel. ‘Clever’, he thought to himself as he noticed the key positions that they sought to hold. The giant dragon, foul scaled and crackling with fouler lightning landed on the left flank to bolster the small contingent of forces that had gathered there.

“Sire! They have a sorcerer!” a call shrieked out from the front lines as bolts of putrid lightning and thunder rumbled forth across the battlefield bolstering their warriors and shaking the serfs nerves.

Dashing forward he climbed the tower with ease, for someone of his physique it was an easy test. “Do not falter!” he called, his voice magically bolstered by the holy robe he wore. “Do not fear, my people. We will beat these invaders back. They have brought foul sorcery and dark beasts to our lands but they have not faced our might and fury before. Onwards to Victory!” he roared above the din of the contingents.

A chant broke out from Lord Tyson Tearn’swallow “For the Sovereign!” the call went out. Soon the serfs started to mirror the chant. “For Krak Crowncracker! For The Sovereign!”. He smiled and swelled with pride at his footmen, his beloved infantry who had served him well for years. The knights bellowed and soon his general, Lady Alloren Drakerender and her mighty companion flew above head to land just in front of him. The dragon bellowed forth a rage filled roar. Challenging any and all to come towards its rider or the Arch Reagent they served.

The serfs moved up, maintaining regimental rank and keeping their banners and weapons high. These were highly trained troops and as the enemy forces finished their positioning they too had mirrored their hold on the key positions.

His anvil. The knights and his courtiers the mighty keening hammer that would drive the invaders home he thought to himself. But, he also knew no fury like the serfs. They were loyal and ferociously so to not only himself and the lady Alloren Drakerender but also his adjutant Duke Bryce Tallowswallow – and unfortunate name for one of his rank – but he had proved himself time and time again.

Watching his serfs, their courtiers move and mirror the invaders brought a smile to his mouth. For he had organised a surprise gift for the invaders. Grabbing a horn from his side he pressed the cold metal to his lips and blew – the sound like a screaming horse split across the sky and the same haunting sound came from the flanks of the opposing forces. Lord Vorn Blackblood, his mightiest courtier was joined with a contingent of his fiercest of serfs and drove the enemy back one of the key defensible positions.

Blowing a second time and his scouts returned from off field to join him by his side.

“You called sire?” they yelled as they ran towards him, the rest of his forces moving up to take the field and key positions.

“I need you to watch our territory. I feel as though they are holding back from us. This can not be the force we heard about there are far too few men.” he said as he counted only 20 foot knights that accompanied the large drake-like mount, the dragon and the hideous feather winged abomination that some had called a Tauralon.

The scouts nodded and retreated to climb a nearby house to watch for other invaders.

Noticing that his opponent was on the backfoot he blew into his horn again and raced down from the tower. It was time to go on the offensive.

“Onwards Lady Alloren Drakerender. Show them how its done!” he called out as the drake roared and charged into enemy lines. Moments after a torrent of fire roasted two knights in their armour and their bodies fell to the ground with foul lightning forking out around them.

The serfs, courageous and hungry to prove their might to the Lady, also charged into the dark warriors. Brave souls they were as a few of them were struck down with foul lightning on the charge. His knights also charged in – bolstered by his call to combat they made short work of the distance between them and the foes.

Krak Crowncracker watched as his small contingent of elite knights met a fiery end as the dragon breathed fire down upon them. One knight and his steed survived the fire onslaught but that made the remaining warrior all the more ferocious.

Soon the dragon, the knights and even Vorn Blackblood had charged into the invaders and the knights fell shortly after. Foul magic whisking across the field keeping falling warriors alive by unholy magic and the arrival of anther five knights looked to cause an issue for the noble warriors.

Then the dragon fought back. The brave knights that charged into it and his warriors were gone, cut in two by those putrid claws. The serfs, courtiers, knights and Alloren had killed the land drake, a Dracoth, was ripped in two by the ferocious jaws of her dragon. After a few heated moments of conflict his forces had decimated all the foot knights and a few small lords on foot. However the dragon and winged creature posed a threat.

The counter charge was brutal. His instincts were right as the most unholy creature fell to the earth – a Lord Celestant-Prime, his ancient tomes had warned of their dark magic and ability to single handily win fights. He only had to get his troops to hold long enough so that his reinforcements could arrive and all would be well – Lady luck was normally on his side.

After the dragons fire, claws and worse his entire left flank was gone. The middle contingency of troops was down to a few standing but those approaching with Vorn were nearly uninjured – a few scrapes and scratches. The dragon had killed Bryce and Tyson and there wasn’t anything between him and his foe. But, a horn sounded in the distance and another unit of his fiercest troops appeared, a unit of 30 strong!

Lord Vorn Blackblood charged into the remaining troops and made the final push to hold the enemies position. His troops, his men and women controlled the field. There wasn’t an inch of land that wasn’t under his control and the enemy knew it. The crack of bones rumbled through the battlefield as Alloren Drakerender and her mount were killed by a ferocious and desperate charge from the dragon. The Celestant-prime strode up to Lord Blackblood and with a swing of its unholy mace his most loyal courier fell.

Cursing he screeched across the battlefield. The field was his but what remained was no match for the foul creatures. As he pressed the ornate horn to his lips to bellow a retreat another horn rang out. Reinforcements were appearing and the thundering of feet on ground sounded the arrival of more of his zealous serfs. The battle was not over and with a bolt of dark lightning the Dragon, Tauralon and Celestant-Prime fled the battlefield. A chorus began to spread across the battlefield. “For the Sovereign!” and his loyal troops returned to gather around him as they grabbed the bodies of the fallen to form piles of the dead. There would be a feast tonight in their honour.


Thanks and, always, don’t forget to roll with advantage,
The Brazen Wolfe

Soulbound – A test playthrough

Hi all, a short soulbound update using the pro features from Inkarnate (not a sponsor – maybe one day it will mean something to say that!).

I asked a few veterans to RPG systems over the last week to help me explore how to run Soulbound campaigns in the future so I whipped up a few encounters each increasing in difficulty to see what the limit is with the number of creatures I throw at them.

So lets look at the encounters planned so far.

Encounter 1 – Ambush at Traders pass

For this encounter I have a 10 creature swarm of grots, 4 squig hoppers, 10 creature swarm of squigs (squig herd) and a fungoid cave shaman. The creatures ambush the party on the road as they are moving from where they underwent the soulbinding to Anvilguard (or maybe Brightspear – this is meant to drive out some connections between the party and let new players explore the system without too much risk to permanent death.) The squigs charge at what ever they find after a comical entrance (one falling down into the middle of the road then the rest of the swarm rushing forward to attack what ever they see) then the bounders attacking cackling madly as the 10 grots rain down arrow fire upon the wagon (Causing it to flee) from behind the logs and in the dense trees.

The Shaman stands atop the hill and throws spells and insults at the party screaming “Get them, feed my squiggies, get them get them!”

The zones are easy. Zone -1 (Zone 6 I guess) is the tress to the bottom left of the map, Zone 1 is the road, zone 2 is the trees to the top of the map, zone 3 is the clearing before the hill, zone 4 is the hill, zone 5 is the bottom right trees.

Made with Inkarnate.com

The encounter was easy for the party, Spread on ranged weapons and a pretty strong melee fighter that can dish out enough damage to kill a swarm by themselves made it a cake walk. The squig herd died down to 3 creatures from the first shot (stand and shoot talent) the squig hoppers died in melee but did some damage – which the branchwych managed to heal back very quickly. The Range on the rifle got a few damage on the shaman (who fled leaving a bloody trail to the next area), the grots didn’t do much apart from the plot hook but the volume of dice rolled meant that a few damage got through good defence. The Shaman did the most damage but failed two spells! (out of three being cast with his once per battle, and mettle being spent).


The Squig Pit – Here we had three units of 10 creature squig herds, four squig herders and a loonboss on giant cave squig. This was 3 swarms of 10 minions, four warriors and one chosen. The chosen was super strong here and the minion swarms hurt a lot – despite the group being able to demolish all of them.

Called shot meant that the loonboss spent most of his time on his back AND stunned – both are very powerful but when he did finally get to attack (from hiding) he managed to inflict deadly wounds on two different characters – this was quite the surprise to the party. The squigs did a lot of damage this time with the herders and the loonboss buffing their attack profiles up a rank on the ladder (to a total of two rungs!).

The layout was confusing here. Top of the fallen tree and the road and the trees was zone 1 upto the rocks above the cave, below the fallen tree and upto the rocks was zone 2, the rocks were zone 3, the pit and walkway was zone 4, the northern ledges were zone 5m the bottom ledges were zone 6 and the cave was zone 7. This is another ambush IF the party cant sneak up (stealth(body) checks) – if they succeed on stealth they ambush the grots, if they dont the get ambushed by squigs in the forest and one in the pit.

Made with Inkarnate.com

This encounter saw two characters get deadly wounds and only through the branchwych healing and casting Thorn shield every round did we see the party not take more wounds. The note here is to decrease difficulty (or number of creatures/units.. things) if there is extreme synergy.

Thanks for looking into my madness a bit, I anticipate that future sessions will see more updates and hopefully more maps as I see the different in details with the pro version of Inkarnate makes these maps look much better as both of these maps were made by hand – well mouse and keyboard by myself.

Don’t forget to look out for my end of week write-up also coming out later tonight and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hobby update! Rats on parade

Hello one and all to a Saturday special where I wanted to show off some basing I did today. No painting was completed today, well some on Monday, but I wanted to see how much I could get done during the week and boy dis I underestimate kids holidays.

Despite having perhaps two afternoons of doing what I pleased I didn’t manage to get much significant painting done, which is an issue. So today I spent some time, a hour or so, finishing up the basing process I did for my painted clanrats.

So enjoy the short reel and hope you like the progress!


Maybe the hardest model to paint, hence the extreme sub assembly…

Dry fitted together. Great little model – one day it will have better rules but until then its a good looking model nonetheless.

Thanks for joining me to look at my small hobby progress. 27 models with paint, 25 done, 1 nearly done (banner) and 1 half way done (doomwheel).

Don’t forget to come back tomorrow for the end of week write-up and as always, Don’t forget to roll with advantage,

The Brazen Wolfe

A Short soulbound adventure

Hi all, I wanted to put up a quick post to touch base on Soulbound! Yup, the TTRPG created by Cubicle 7 as I finally had a, admittedly quick, chance to have a few players run through the system with me today.

So below you will find copies of the characters I am using for the test playthrough I am running so I can get my head around the DM aspects of this RPG as, unlike D&D and other systems, the encounter balancing is an art, not a defined science.

So in order for me to try and balance encounters I came up with three characters of my own (as one of the players I had working with me today brought their own character based off Irondrakes/Thunderers from Age of Sigmar) each with a specific role in mind. Ranged, Melee, Hybrid and spell casting support.

The early verdict is that spell casting feels strong, especially the supporting magic (Shield of Thorns is very strong) and that in order to balance out encounters you need to really understand your parties output potential as I had each character utterly destroy what ever they fought against.

The melee Kharadron, Teegahn was exceptional in melee, perhaps too much so, and as a converted Endrin rigger (lost their endrin and replaced it with a Endrin-harness) they were a one person demolition crew when it comes to melee combat. The custom character modelled after a Thunderer or Irondrake, Drek, managed to kill seven Squigs in one shot, which was all the squigs in that swarm.

Both the Black Ark Corsair, Krylla, and Branchwych, Kalera, held their own, suffered some wounds but with the healing magic as well as supporting magic they were in no real danger even when a 10-man squig herd, 4 Squig Hoppers, 10 Grots (with bows) and a fungoid cave shaman attacked them they suffered maybe 17 damage in total whilst they dished out around 85 in the same amount of time.

Further playtesting should see how the same characters fair with stronger enemies, not just grots (goblins) and their pets, but more warriors and tougher foes to fight and potentially even something that I am sure they wont be able to best easily.

Thanks, that’s all I have for now! Hopefully I can convince the others to come and join me for the second half of the adventure where they may find that they are not the gods amongst mortals that they feel like they are now.

The Brazen Wolfe

Hobby update April 9

Hi all and welcome to a hobby update!

I finally put paint to brush and made a start on the first bits of the basing theme I have for my Skaven army.

The army will be neutral autumn tones with each clan of rats being a different tone of autumn, reds, yellows, oranges, purples, greens, browns and so forth and for my Verminus (Clanrats and Stormvermin) I chose red as there is something nice about a red Clanrat.

So tonight I painted the bases for the 26 painted clan rats I have been working on so far and I focused heavily on one of my Clawleaders, the leader of the clawpack.

So let’s have a look at some pictures!

The first step, done ages before, is using mod podge to form a basing texture using sand, tiny stones and some larger ones that you can get quite easily as aquarium gravel.

The second step was to paint with a dark brown – my paint of choice is cheap art acrylic (raw umber and just smother it all over, slightly watered down to make it flow into the sand to reaffirm that binding.

The third step is to do a heavy dry brush of the next darker shade of brown I have, burnt umber and try and leave some parts revealing that raw umber colour still.

Then its a repeat of the next few colours, progressively dry brushing lighter and lighter until barely touching the ground (focusing on the rocks where possible). The next colour for us is Burnt Sienna.

Then we hit it with “stone grey”

Next up is “Neutral grey” chosen for its slight warm hues in it.

Then sticking on the miniature, our Clawleader, superglue in this case to bone the raw plastic with the painted surface.

Afterwards more matte mod podge was dabbed onto the surface where I wanted larger rocks (Fine rock) and some super great fine green flock applied overtop and around the rocks (as to not completely hide them). The flock in this case is woodland scenics.

And finally I added a few choice bits of Gale force9 Autumn flock blend (fine consistency, I guess as I have a lot coarser flock there from them too). This was once again secured down with some undiluted mod podge and then had a watered down mod podge wash dabbed over the top.

I am quite happy with how this is looking at the moment, my Rats of Autumn are finally coming together and I am excited to have a full table full of them in their multi-coloured goodness.

This is just one of 26 that I have done, the process taking a few hours over all (paint drying, am I right?) but setting down with a clear goal in mind helped out massively.

Finally, I am not sponsored by any company and bought these quite some time ago but below are the products I called out in the above steps in case you like the look and want to attempt the same.

Thanks for joining me for a bit of this hobby update, I do have some more refining to do and extra bits for my clan rats but am working on provisioning the materials for the extra steps for the basing and extra bits of detail.

Don’t forget to come back tomorrow for the writeup of our weekly adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hobby update April

So it has been a while since I updated on the progress of my hobbies and in particular painting. Whilst I have many painted models for each pained model i have two or three unpainted models and, to be honest, I struggle to dedicate time to that part of the hobby.

Painting models it generally the last thing I think of when I consider my options for what to do in my downtime. But, this weekend I made a shocking amount of progress. 80% done on 20% of my current Skaven army. Some grander details and basing is still yet to be done but I am happy at how the theme and look of these lowly clan rats is shaping up.

The kickstart for me is always seeing the progress in my fellow local gamers painted army and wanting them to have a more immersive have when playing against me. So I give you an unnamed clawleader (the leader of a unit of clanrats) and his clawpack, with a select few models I painted this weekend.


The clawpack

Unnamed clawleader

Banner bearer (design on banner pending)

Bell ringer

‘nearly trusted clanrat’


Well thats the small update I have for my painted Skaven so far. Hopefully I can ride this momentum out and produce a fully painted army this year.

If you have an idea for the name of the Clawleader let me know, I’d be keen to hear any and all suggestions and I’ll take my favourite from the suggested ones!

Don’t forget to look out for the end or month write-up that should be out tonight too and as always, don’t forget to roll with advantage,

The Brazen Wolfe

Lord Shrilleck

Hi all a brief note before I get stuck into it. This is the post game thematic view of the skaventide vs Fyreslayer game I had tonight with a mate of mine.

Army lists will be down below.


Lord Shrilleck mighty grey seer, second to only Thanquol (for now-now) swung atop his glorious clamouring-screaming bell.

Looking over the great hall of carved stone he screeched threats of a painful death at the clan rats that pushed and pulled his altar over the stone.

“Lord Shrilleck, we have found-found dwarf things. Not many but they have a monster of fire with them. They sound the horn-horns or war and march-march towards our forces.” Lord Verseks chittered from below the screaming bell.

Breathing in deep the warpstone from the brazer below he drew in power from the chaos stone before shrieking out “to war! Kill-kill, stab-stab. Leave none alive!!” He called as he beat the bound rat ogor that was chained to his altar driving him to ring the bell faster and harder.

The three clawpacks pushed forward whilst twitching manic plague monks pulled the plague furnace as the three plague priests chanted their prayers in the name of the great horned rat.

Giant rata darted around the screaming bell, nipping at clan rats and the tormented rat ogor excited to just be there as three plague claw catapults were moved to take up position overlooking the battlefield to gift these fyreslayers the gift the great horn rat felt them deserving; a bubbling, writhing miasma of filth.

The horns reverberates through the halls as lord Veseks skittered leapt around the battlefield throwing down a seed of power, a crystalline seed of dark power that could creat rifts in the warp, tunnels in reality which the clever skaven could use to move and shift around the battlefield.

The front lines could be seen now and the skaven forces moved into position before the clamoring of bells and screeching of bloodlust rippled forth and the battle began.

Grasping at the winds of magic Lord Shrilleck tried to pull arcane energy to form a wall of protection around him but the winds slipped from his grasp this far below the surface and the spell failed with an audible crack that splintered lengths of wood from the altars frame chasing him to fumble and lose his place in the spell.

The plague priests weren’t much better, their prayers of worship and evoking the horned rats power were met with disapproval as their dark lord tested their resolve by causing great sloughs of flesh to bubble and peal off them. Lord Veseks was the only one to snare power and drifted through the realm again with a skitterleap, appearing on top of an dias of some kind, a place of tactical advantage but as he tried to drain the life force from the massing fyreslayers the magic was whipped away from him. His loyal, well loyal enough, clawpack ran to form a protective ring around him trying to curry favour with the grey seer. As piles of filth rained down on the dwarves causing several to drop to the ground, recoiling as disease and bubbling toxic waste was launched at them from the plague claws.

The dwarves marched on, their priests calling out their own prayers and bright flashes lit up the dim light as runes of ur-gold burst aflame as their power was released. Then the dwarves charged forward, a wave of battle crying dwarves crossed the distance between the rats and them in a blink of an eye. As fire rained down towards Lord Shrilleck and the clawpack surrounding him he snarled ay the globes of magma as they missed and bubbled menacingly on the ground around him. Then they charged. Lord Veseks out as much distance between him and the charging dwarves as possible while a fyreslayer priest appeared from a tunnel.he carved from solid rock with.a detachment of warriors who charged at an exposed plague claw. Lord Shrilleck snarled in frustration at the poorly spent resources as he turned his back on the warmachine that surely wouldn’t survive the onslaught.

As the magmadroth, a beast of fire and lava charged over the dias and crashed into the clanrats ranks the onslaught that awaited those rats was swift and deadly, none survived. At the bottom of the dias plague monks screeched out challenges as prayers were read from scrolls and books. Turning towards the right flank lord Shrilleck was surprised to find the plague claw being defended bravely by its crew who appeared to be doing well against the veteran warriors.

The fyrelayers pressed their advantage, pushing further forwards crashing into the monks with a shattering downhill charge as magmadroth and fyreslayer dwarf cut their way through skaven. Seeing an opportunity Lord Shrilleck ordered his rat ogor to pull his altar away but the rats he left behind to defend him were quickly cut down to half their size. The plague monks threw themselves with reckless abandon as axes bit into their chest, leaving large wounds in magmadroth and dwarf alike. Still onwards did the plague claws crew fight and somehow their warmachine, and them, were stil alive.

Now the magic whipped through the air Lord Shrilleck turned just in time to see Lord Veseks skitterleap just as an axe cut down through the space he occupied a moment ago. Coward! Lord Shrilleck pulled ay the winds of magic, trying to use the chaotic energies to rip the earth under the dwarves apart and send them into the fire they worship so dearly, this time it was more successful and he managed to catch the runeson and cause a grievous wound. He then pushes forth a pestilent wave at a host of hearthguard beserkers causing diseases to infect their ranks but nome fell to the spell.

The plague priests chanted prayers to the great horned rat and a crippling curse was placed upon the Priest on Magmadroth, the clanrats, monks and plague priests themselves fighting with more fervour as eventually their cuts brought it down.

However a invocation made from living magma erupted from the battlefield and stated to splash molten rock at the skaven nearby. As the lines began to fold lord Shrilleck jumped from his altar and slipped through one of the nearby gnawholes watching just long enough to see his altar, the plague furnace and the remaining skaven rout – a solitary figure, one of thr plague priests darted towards another gnawhole but as lava was shot through the Sky towards Lord Shrilleck he dove into the chaotic energies and moved through the tunnels in reality swearing vengeance on the fyreslayers. Despite slaying the magmadroth more skaven was needed. Perhaps clan skrye or moulder would be able to spare him some of their creations so he can kill the dwarf things and rid them out of the tunnels the skaven have use for.


Armies.

Skaventide

– Army Faction: Skaven
– Grand Strategy: Dominating Presence
LEADERS
Plague Priest On Plague Furnace (235)**
– Artefacts of Power: The Fumigatous
– Prayers: Curse
Grey Seer (140)**
– Artefacts of Power: Suspicious Stone
– Spells: Skitterleap
Plague Priest (85)**
– Prayers: Heal
Grey Seer On Screaming Bell (265)***
– General
– Command Traits: Cunning
– Spells: Plague
Plague Priest (85)****
– Prayers: Heal
BATTLELINE
Clanrats (130)*
– Rusty Spear
Clanrats (130)*
– Rusty Spear
Clanrats (130)*
– Rusty Spear
ARTILLERY
Plagueclaw (135)***
Plagueclaw (135)****
Plagueclaw (135)****
OTHER
Plague Monks (170)***
– Pair of Foetid Blades
Plague Monks (170)***
– Pair of Foetid Blades
Giant Rats (40)***
TERRAIN
1 x Gnawhole (0)
CORE BATTALIONS
– *Hunters of the Heartlands
– **Command Entourage
– ***Battle Regiment
– ****Grand Battery
TOTAL POINTS: 1985/2000
Created with Warhammer Age of Sigmar: The App

Fyreslayers

Army Faction: Fyreslayers
– Army Subfaction: Greyfyrd
– Grand Strategy: Hold the Line
– Triumphs: Indomitable

LEADER

Auric Runefather (125)*
– General
– Command Traits: Fury of the Fyreslayers
– Artefacts: The Daemon Slayer

Auric Runesmiter on Magmadroth (340)*
– Forge Key
– Artefacts: Volatile Brazier
– Mount Traits: Flame-scale Youngblood
– Prayers: Ember Storm

Battlesmith (150)**
– Artefacts: Nulsidian Icon

Auric Runesmiter (135)**
– Forge Key
– Prayers: Prayer Of Ash

Auric Runeson (80)**
– Ancestral War-axe
– Artefacts: Axe of Grimnir

BATTLELINE

1 x Hearthguard Berzerkers (320)*
– Berzerker Broadaxe

1 x Hearthguard Berzerkers (320)*
– Flamestrike Poleaxe

Vulkite Berzerkers with Fyresteel Handaxes (170)*

Vulkite Berzerkers with Bladed Slingshields (160)*

INVOCATION

Molten Infernoth (70)

TERRAIN

Magmic Battleforge (0)

OTHER

Auric Hearthguard (125)*

CORE BATTALIONS:

*Battle Regiment

**Command Entourage

TOTAL POINTS: (1995/2000)

Thanks for dropping by, if you liked this style of report, Albeit not as detailed as others done in the past let me know!

Don’t forget to come back tomorrow for the end of month writeup and, as always, don’t forget to roll with advantage,

The Brazen Wolfe

Skaven sighted in Soulbound

Hi all and welcome to fight night where tonight I am getting ready for a warhammer game against an old friend and rival who has requested that I bring my Skaven once again to the front lines and do battle with his noble Fyreslayers.

But, tonight being fight night and I did say that I would bring some more Soulbound this week I wanted to explore combat and the “Creature Stat Blocks” for Soulbound.

So I will take you through some of my beloved Skaven models and do my best to explain the concept of these stat blocks (as I am still learning how the system works).

So without begging forgiveness for any mistakes I made, let’s roll on!


Skaven in Soulbound

213FrSS

The Clanrat

Second only to labourers and slaves, Clanrats are the most numerous and low ranking of the Skaven. Despite this, like
all Skaven, every Clanrat is convinced of its superiority and the inevitability of its ascension to greatness. They clutch rusted arms stolen from dead rivals and seek any
opportunity to advance their station.
Individually, a Clanrat is no match for a prepared hero, in fact, a lone Clanrat is just as likely to squirt the musk of fear and flee than stand and fight. Yet Clanrats rarely fight alone, instead swarming together in hordes of frenzied fighters that throw themselves at their foes in a smothering wall of stinking flesh and chittering savagery.

So first things first, it looks a bit different to a Dungeons and Dragons stat block but there are a few things to go through so we will go from top to bottom.

The Clanrat is classified as a minion, they are lowest fodder on the battlefield and really only strong in numbers, as true to Skaven on the tabletop as possible.

They have Poor Melee, Accuracy and Defence (but rated as average with a shield). This relates to the ladder I mentioned in my first glance of the system. If you have poor defence then the Clanrat will need to have a Difficulty Number (DN) of 4 Body (Weapon skill) where from the dice pool they create from both their Body attribute (down the bottom of the block) and the levels in training they have in their Weapon Skill skill they need to roll 4 or better to beat your defence of poor. But, if you have Average defence then they will have a DN of 5 which means from your dice pool you need to roll a 5 or better to hit. If the Clanrats target has good or better defence then only a 6 on the dice roll will hit.

Having an armour of – means that any damage that is dealt (the number of successful hits + any damage modifiers from the weapon) isn’t stopped by armour. Armor reduces the damage dealt to the creature by 1 for each point in armour.

Toughness is the stamina before the creature takes damage through to their wound. Having a toughness of 1 means that they can have 1 point of damage allocated to them before they stat suffering wounds. The neat thing about toughness is that it will recover outside of battle if you spend a few minutes (I think 10) having a short break before charging into the next throng of enemies.

A wounds of – means that they are truly weak creatures and that by reducing their toughness to 0 that they will suffer a mortal wound and die.

Mettle is a resource which Characters and strong enemies have that enables them to push past the normal barriers in ones physical or mental training and or one moment gain and advantage. Having no Mettle is common for creatures.

Now Speed. To understand speed we need to understand how the game field is laid out in what we call Zones. A zone is an area of space, generally seen as 15ft but its broken up by natural barriers like a wall, fence, trees, door, a incline or decline (trench or parapet). The area where your Character stands is called “Short Range“, the zone adjacent to your zone is “Medium Range” and the zone adjacent to that (2 zones from you) is called “Long Range

So if your character is in a room and you hear skittering outside the zone you are in now (the room) is short range, the space outside the door, a small field where a fence divides the wheat field and mill from the yard around the building you are in is Medium range, the field is Long range and the mill within the Field is “Extreme Range“. This helps to imaging distance as something relative rather than having a grid to move your character along 6 squares at at time which represents “30ft”.

Now back to Speed. If you have a Slow speed you can move anywhere in your move action to move within their current zone (short range) and must use the run action to move into the zone adjacent (medium range). A Normal speed, such as our Clanrat, means it can use a free action to move within the current zone “Short range”, use a move action to move to the zone adjacent (Medium range) and the run action to move into the next adjacent zone (Long range). Most creatures have a Normal speed but you can encounter creatures with a Fast speed which can move as a free action within their current zone and use the move action to move up to the two zones adjacent (Long range). See simple right?

Ok maybe not simple, its a big change to D&D but I think it does make sense.

Initiative is your Mind attribute and your the levels in training in the Reflexes and Awareness skills. I love this. No longer is it just who is quickest of body strikes first but those who are aware and keen of mind also can think and react quickly to danger. So our little Clanrat has an initiative of two.

Natural Awareness is really Soulbound’s version of Passive Perception.

Skills are shown here in their training level. Training level is represented by xd6 where x is the level the creature is trained in. This little rat has awareness (+1d6), Stealth (+1d6,+1) and Weapon Skill (+1d6).
You may notice that out little Clanrat has a Stealth skill of (1d6, +1) which represents that he is trained in Stealth 1 level and that he has 1 point in Focus. Focus is really a floating 1 value that you can apply to any one dice roll made. An example is needed I feel.

This Clanrat is sneaking up through the wheat field and wants to make sure he is not found, mainly so one of the other Clanrat’s around him takes the first arrows and not him. he rolls DN4:1 Body (Stealth) he has 1 point in Body and 1 level of training in Stealth so he rolls 2 dice. He gets a 5 and a 3 but has 1 point in focus so he turns that 3 into a 4. This grants him 2 successes (nice!).

The next is traits. These are little things that the creature can do that make it.. it really. In this case this poor little Skaven Clanrat feels stronger and braver with friends and begins to fight as one horde of seething, chittering rat-men when he has friends! When he is joined by buddies they become a swarm of Clan rats where you attack as one when they are in the same Zone. This is reflected by gaining +1d6 to their attack pool and having +1 toughness (where each damage dealt kills 1 Clanrat per toughness decreased). However, area of affects (spells, weapons with a spread property, cleaving strikes and the like) deal double damage to a swarm.

Now attacks. This creature has two attacks and can pick one or the other. In this instance the rust blade or the rusty spear *(note it’s not trusty.. its definitely rusty) these attacks are both poor, have 2d6 in their dice pool (1 from body and 1 from weapon skill) and deal x+S damage.

The Rusty blade deals 1+S Damage which is 1 damage base + the number of successes. The Rusty blade is one handed so the Clanrat can wield a shield with the stabby-blade an bring his defence up to average from poor). The Spear deals more damage (2+S) but is just as bad as the rusty blade but is two handed – so no shield (watch out little rat!)

Finally we are down to attributes.

Attributes are simple in Soulbound – Body, Mind and Soul

Body represents your physical strength, your reflexes and coordination, and your overall body awareness. Characters with a high Body tend to be able to hold their own in a fight and rarely balk at manual labour.

Mind represents your intelligence, your awareness and perception, your deductive reasoning, and your ability to think on your feet. Characters with a high Mind are often inquisitive, quick witted, and studious, and are adept at thinking their way around a problem. Mind is also important for wizards and practitioners of the arcane arts.

Soul represents your inner being. It is your sense of self, your spirit and determination, and your ability to resist the influence of Chaos. Characters with high Soul are frequently spiritual leaders or champions, and are absolutely assured in their beliefs.

All attributes feed into Defence, Accuracy and Melee effectiveness as well as toughness, mettle, initiative, natural awareness and skill tests. Each test will be based off one of the three attributes and then a skill. The attribute may change from time to time (so Awareness may sometimes be related to a Soul (awareness) check instead of a Mind (awareness) check if something is trying to overcome your resistance to chaos.

These also form your basic pools in combat. Body for Melee dice pools, Mind for ranged pools and spell checks (Mind (Channelling) test).

Now, I wont go through it all again but lets look at the brutal muscle of the Skaven forces – the Rat Ogor

The Rat Ogor

Stitched, grown, and mutated under the claws of Clan Moulder’s most demented fleshcrafters, then sold to the highest bidder, Rat Ogors are the horrific fusion of Skaven and Ogor. Hulking masses of muscle and claw capable of ripping entire battalions to shreds, the Rat Ogors are singularly violent monsters, who’s only drive is to kill.
While effective in the right circumstances, Rat Ogors are brutally stupid beasts, incapable of comprehending even the simplest of orders or using any weapons aside from their own teeth and claws. Yet with the symbiotic grafting of a secondary, and always unwilling, brain into the proceedings, a Rat Ogor is somewhat elevated. While the creature will never gain true intelligence, the parasitic brain can enforce its will upon the Rat Ogor, allowing it to follow commands, and more Importantly, wield weapons.

As you can see the Rat Ogor is a champion with exponentially better in melee a whopping body of 6 with weapons training (+2d6), a bunch more toughness (with Armor!) and a few other traits and attacks that make it a lethal killing machine.


I could go on and on giving more examples but, frankly, I don’t have that much time left in me for tonight and this would turn into a book rather than a blog post.

I am excited to bring some adventures through to you for Soulbound and hope to have a few games to build up interest for my local gaming group (and maybe beyond).

Don’t forget to come back this weekend for more content including the end of March writeup (yes its April already.. but I will wrap up March first!). And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Saturday night – Skaven vs Sons of Behemat battle report!

Hi all and welcome to a Warhammer age of Sigmar 3.0 battle report write-up. No fancy pictures though but it was a tough matchup from the get go.

Without too much of a ramp-up I wanted to touch in with my other tabletop passion and have a writeup of an Age of Sigmar Warhammer game I had Friday night. It was a reasonably long game (a lot of rats to move..) but we managed to play it through to a point that it felt ok leaving it there.


The armies

Skaventide (mixed)

Allegiance: Skaventide

– Grand Strategy: Prized Sorcery

– Triumphs: Inspired

Leaders

Arch-Warlock (175)***

– Lore of Warpvolt Galvanism: Warp Lightning Shield

Clawlord (105)***

– Mighty Warlord Command Trait: Verminous Valour

Grey Seer on Screaming Bell (265)*

– Lore of Ruin: Death Frenzy

Grey Seer (140)*

– Artefact: Suspicious Stone

– Lore of Ruin: Skitterleap

Verminlord Warbringer (305)***

– General

– Command Trait: Devious Adversary

– Artefact: Shield of Distraction

– Universal Spell Lore: Flaming Weapon

Battleline

20 x Clanrats (130)**

– Rusty Spear

– 1x Standard Bearers

– 1x Standard Bell Ringers

20 x Clanrats (130)**

– Rusty Spear

– 1x Standard Bearers

– 1x Standard Bell Ringers

20 x Clanrats (130)*

– Rusty Spear

– 1x Standard Bearers

– 1x Standard Bell Ringers

20 x Stormvermin (220)**

– Halberd

– Reinforced x 1

Units

10 x Night Runners (75)*

10 x Night Runners (75)*

Behemoths

Hell Pit Abomination (240)*

– Mutation: Toughened Sinews

Core Battalions

*Battle Regiment

**Hunters of the Heartlands

***Command Entourage – Magnificent

Additional Enhancements

Artefact

Total: 1990 / 2000

Reinforced Units: 1 / 4

Allies: 0 / 400

Wounds: 153

Drops: 7

Sons of Behemat (stomper tribe)

Allegiance: Sons of Behemat

– Tribe: Stomper Tribe

– Grand Strategy: Beast Master

– Triumphs:

Leaders

Warstomper Mega-Gargant (470)*

– General

– Command Trait: Eager for the fight

– Artefact: Ironweld Cestus

Battleline

3 x Mancrusher Gargant Mob (475)*

3 x Mancrusher Gargant Mob (475)*

3 x Mancrusher Gargant Mob (475)*

Core Battalions

*Footsloggas – Unified

Total: 1895 / 2000

Reinforced Units: 0 / 4

Allies: 0 / 400

Wounds: 143

Drops: 4

The Battle plan

Battle plan – Apex predators.

This is a tricky one as only leaders can capture an objective and they do so by two means.

Being within 3″ of that objective or killing the leader that already held it. Great for Skaven with many heroes and the means to move between them (gnawholes), great for sons of behemat if you have more than one leader unit – but a tough matchup for both of us. My List doesn’t have the damage threshold to push through the gargants and he didn’t have the volume of leaders to contest more than one objective.

The match

Deployment.

One gnawhole in my territory towards the right of the table. Another Gnollhole near each of the objectives but on the other side of the gnawholes.

Warstomper and his buddies toed the line with the middle objective.

Nightrunners out front to screen the center, clanrats to be a secondary screen, stormvermin just behind them, with a blob of heroes (all within 6″ of the gnawhole). Another unit of clan rats screened the top of my forces and my last screened the left of my little square of land.

The HPA backed up the left flank.

Pregame

Warpstone – 3+d3(1) – 4

Left-center unit of Nightrunners moved 4″ forward, right-center unit moved 11″ to screen my entire force..


Round 1 – Turn 1 Sons of Behemat

Battle tactic  – monstrous takeover

Sons of Behemat Heroic action – Heroic Leadership (fail) 

Skaven Heroic action – 

Hero phase..  Yup that was it.. 

Movement phase he moved everything forward – that was terrifying… 

Shooting phase he threw a bunch of boulders using the stomper tribe command ability… All out defense saved my stormvermin from Total destruction as those rocks hurt! But a 4+ save helped. The nightrunner screens didn’t fare too well and my Bell managed to spike a few saves and ward shrugs. 

Charge. Terrifying.. 3d6 for big boy means he goes where he pleases. 

Well my screens didn’t last, in fact they crumbled and with some cheeky pile-ins he managed to get within 3″ of not stormvermin and smash over half of them to a pulp. Oof.

All night runners died but that was their job.

My eight stormvermin in range dealt 4 damage to his mancrusher gargant unit.. 32 wounds to go for that unit.

Most importantly his decision to pile in to try and finish my stormvermin removed him from the objective zone and so he didn’t score his battle tactic OR the objective. An oversight or smarter-than-Skaven big brain play I don’t know but regardless it wasn’t looking good and it all depended on what the Bell and spell casting could do for me.

Battleshock didn’t happen (nothing eligible. Thanks Bell!)

Round 1 – Turn 2 – Skaven

Tactic – ferocious advance.

Skaven Heroic action – healing on my bell – healed 2 so back down to 1 wound!. 

Sons of Behemat – Willpower (and got it!)

Bell tolled, a 2… Well that hurts.. Mortal wounds splashed about across my heroes with a few of them getting 3 wounds on them (2 wounds remaining for my little foot heroes).

Death frenzy was successful and went on my hell pit abom (since my other units that remained were not worth putting Death Frenzy on).

Be got mystic shield off on verminlord warbringer.

Verminlord warbringer failed both casts.

Grey seer on foot managed to get skitterleap and teleported my arch warlock to take the top objective (so I could camp both top and bottom objective and double his points easily).

Arch warlock lined up his overcharged warp storm and.. failed.. even with reroll (a first for me). Then self immolated for 12 mortals.. so he died.

My top units of clan rats went to form a line near the objective and the gnawhole I put to pressure the top-right objective.

My left unit of clanrats went to do the same on the bottom left objective and provide a rat-meat shield for my verminlord warbringer who I would take through the gnawhole.

HPA moved to support left clanrats, everything in the middle moved up to pressure the middle objective. My stormvermin retreated to “safety”.

Due to my top unit of clan rats suffering 2 mortals from my bell failure they were due a battleshock test but rolled a 3 (-1 because of 10+models) and vs a bravery of 5 (inspiring terrain) – they were fine.

Ended my turn scoring 4vp.


SoB won the roll off, something that would happen often and took the turn.

Round 2 – Turn 1 – Sons of Behemat.

Battle Tactic was “Slay the wardlord” to try and kill my General. 

Gargant Heroic action Warstomper finest hour. 

Skaven heroic action – Finest hour on my verminlord warbringer.

This saw the topmost unit of gargant move to engage my clanrats that were defending the Screaming bell, another unit moving to engage and threaten the clanrats and hellpit abomination guarding my verminlord warbringer and the third doing the same to flank the warstomper who was coming over to say hello to my verminlord warbringer. A 2” redeploy of my clanrats saw them move to make the Warstompers charge to be a 13” to my verminlord warbringer. 

The left unit of mancrusher gargants ran into my clan rats and killed a few poor little rats on the charge.The other Gargants charged the edge of my clanrats and brought in my Hellpit. 

The warstomper didn’t make the charge to my verminlord warbringer but hit the clan-rats hard. 

Combat saw my clanrats near my Screaming bell fair well enough against the mancrusher mob. 

My clanrat screen died, but kept the mancrusher mobs away from my verminlord warbringer, but the warstomper was free to engage my poor verminlord warbringer. 

But not before the Hellpit had killed one mancrusher gargant and dealt 9 wounds to the next. 

The Warstomper piled into my verminlord warbringer, I activated all out defense. 

The verminlord warbringer managed to gain 4 extra attacks due to devious adversary and with a 3+ save and ignoring 2 points of rend (and the verminlord 5+ ward) the verminlord warbringer survived. 

The punchback on the verminlord warbringer into the mega (finest hour and rerolling saves) meant I received 1 mortal wound back and dealt 1 wound to bring me up to 9 wounds taken but not dead. 

The Mancrusher mob then killed the hellpit abomination, triggering death frenzy which dealt about 12 wounds and brought the final Mancrusher gargant in that unit to 4 wounds. 

Battleshock phase saw that last gargant run.

End of turn, Sons of Behemat scored 1 for killing a monster, Skaven scored 1 for killing a monster but the battle tactic failed and the mega-gargant was .5” from contesting the objective.  

Round 2- turn 2- Skaven

Tactic was “conquer” which I wasn’t able to do, but there was no other way to score another tactic. 

Heroic action – Skaven – Heroic Leadership on screaming bell, failed. 

Gargant was heroic leadership which was failed. 

This turn saw the bell roll a 10, not quite the 12 I was wanting but it was far from the worst outcome. It dealt a few mortal wounds here and there but not enough to write home about. 

Spells saw Verminlord warbringer gain flaming weapon and mystic shield, cracks call went off and no damage was dealt, skitterleap was successful which enabled me to score the middle objective and a arcane bolt dealt 1 mortal wound to a mancrusher gargant. 

My 3 man unit of stormvermin rallied and I rolled 6 6’s from 17 dice. Big play. 

Movement saw my clan rats shuffle to screen the verminlord warbringer and his teleport (through gnawhole) to the top objective. 

The Screaming bell ran up to help contest the middle objective and support the Grey seer. 

Stormvermin moved to charge and the clawlord moved up to support them. 

Vermin lord abandoned the bottom left objective and teleported just outside of 3” of the top right objective, that hurt.

Charge. Stormvermin made it and dealt 4 more wounds leaving the Mancrusher gargants on 2 remaining. They piled in and managed to get on the line of 3” for my Clawlord which saw him fall to 2 more damage than he had wounds remaining. 

The clan rats dealt 1 more damage to them leaving them on 1 wound remaining. 

The stormvermin were removed. 

Battleshock once again wasn’t a thing but the end of the turn brought another 2 points to the Skaven. 

Score was Skaven 7, Sons of Behemat 1.


Roll off – the Sons of Behemat won and took initiative. I burnt the middle objective so they had the choice of keeping their Warstomper on the other side of the table or abandoning that objective to come and get my models – they went for the models. 

Round 3, turn 1 – Sons of Behemat

Battle tactic – Broken Ranks (my 4 clan rats..) 

Heroic action for Sons of Behemat- Heroic Leadership (success)

Heroic action for Skaven was heroic recovery on Warbringer. (1 wound healed) 

Everything moved, threw rocks and killed my Clan rats (Sad times).

Big charges saw my Grey seer on foot get pulverized by the Warstomper and two units of Mancrusher mobs (6 models) into my Screaming bell. The less wounded unit attacked and brought him to 9 wounds out of 13. Attacking back the bell managed to kill one more Gargant scoring me 1 point for killing a monster this round. 

That was really the round.

Sons of Behemat scored their tactic, with a monster but had no objectives scoring 3 points, Skaven scored another point for killing a monster going up to 8 points. 

Round 3 – turn 2 – Skaven

Battle tactic – savage spearhead (wasn’t going to get it sadly..) 

Heroic Action – Heroic Recovery (healing 2 more wounds!) 

Simple really with 18 clan rats and my verminlord warbringer left – I cast mystic shield and flaming weapon on the doom glaive. 

Moved my Rats to brace for a gargant charge and moved my warbringer onto the objective scoring 2 points.

End of the battle round saw Skaven 10 (1+more), Sons of Behemat 4 


Round 4 roll off – Sons of Behemat won and took it again. I burned to the top right objective making him choose between fighting me with his warstomper or running back towards the only remaining objective (as none of them are Prime objectives?) 

Round 4 – turn 1 – Sons of Behemat

Tactic – Bring it down 

Heroic action gargants – Heroic leadership (Got)

Heroic action Skaven – Heroic recovery (Failed)

Hero phase was a non – event. 

Movement phase saw the gargants advance and I redeployed my Skaven to once again make it really hard for the Warstomper to get to my warbringer (this time forcing a 15” charge). The 

Command ability was used (like every turn) for all gargants to throw rocks, this hurt the clan a little bit but failed to hurt the warbringer. 

Command ability was dropped to give all gargants re-roll to charges.

All gargants made the charge into the rats and the Warstomper made a 11” charge from 3d6, twice.

Combat and impact hits saw all my clan rats dead and the warstomper ended up piling into 3” of my verminlord warbringer – just. Because I never started combat phases with him within 3” I never was able to activate “shield of distraction” for the -1 to hit, but was able to still reroll 1s to save which had saved him quite a few times. 

He survived and manage to gain 4 stacks of “devious adversary” without finest hour on the Warstomper I managed to punch through 17 damage from his fist attack and the boosted doom glaive and piled 3” further away from the mancrusher mob, within 3” and closer to the Warstomper (and within 6” of the gnawhole).

This ended the turn with no VP scored either side.

Round 4 – turn 2 – Skaven.

Battle tactic – err.. Slay the warlord (wasn’t going to get it again..)

Hero action, it didn’t matter so I didn’t bother and neither did Sons’ player. 

Spell casting – both went off in case of a miracle. 

Teleported out using the gnawhole and onto the last objective. 

We called it there when my score ended up being 12 – 4 in favour of Skaven. 

Conclusion

Despite losing ~1680 points worth of models and killing.. 475 points of models the battle plan favoured me heavily – it was pretty rough going.

A first for playing against SoB for me, and not the first for playing against Skaven for my opponent – but a first for this list. They are hard to chew through without rend and range and especially the stomper tribe who do increased damage vs horde (or 10+ model units). This made all hits or failed armour saves feel really impactful and probably why I had only a single model left (on 7 wounds remaining out of 12…)

The multiple ways for Skaven to have a leader with a ward is incredible. Only my poor arch-warlock (who was incredibly unlucky this game) didn’t have a ward of a 4+ or 5+ (as Verminous Valour is counted as a ward) and it was felt.

Devious adversary felt good but was a high-risk high-reward playstyle and when coupled with the bonuses to save, the ward save post fact and the shield of distraction (that never got to distract anyone) it made him survive two combat rounds against a unbracketed mega-gargant and live to screech about.


Well that’s all we have for tonight, I hope you dropped by. If you have any questions about the lists or any take-aways from the game please reach out. I didn’t manage to capture any images of the match (was on Table-top simulator.. having two young kids makes it hard to get out during the night time to play in person…) but it was a good game and a hard lesson to learn.

Don’t forget to come back tomorrow for our end of week writeup and, as always, don’t forget to roll with advantage*
The Brazen Wolfe

*or in this case re-roll your saves