I had an army that was made up of 500 points. To construct the army, I used rules published in the trade magazine, White Dwarf, issue 288.

These rules have since been revised and were reprinted in Warhammer Chronicle 2004, under the trial rules section. The primary purpose of these rules are to allow a smaller combats that take less time.

The opposing armies were constructed as follows:

Vampire Counts


Lizardmen


I rolled for spells on necromancy resulting in a six and a three, which would give me the Curse of Ages and Vanhel's Danse Macabre and chose to drop the Danse Macabre to select the Invocation of Nehek.


Savehn watched his troops shamble across the muddy ground. He really hated it when he was sent to scout by Riawyr. Then again, Riawyr was consideraby more dangerous than Savehn.

Turn One

Vampire Counts

When we had set up the board, my opponent had p[laced his chameleon skinks next to my dire wolves causing me to be unable to march.

I made a mistake, and paid for it. I had no combat, no shooting, I raised four skeletons, and added their numbers to my unit of skeletons.

Lizardmen

He moved his saurus, and then shot with his skinks. This was unfortunate for me, as my entire unit of dire wolves were taken out. It didn't look too good for my side.

Turn Two

Vampire Counts

Seeking revenge, my banshee moved to attack the skinks in the trees. The banshee scream rolled a 10 taking down three of the six skinks. The fell bats, which had originally moved toward the unit of 12 saurus, returned, also intent on revenge.

Savehn miscast and was not able to cast the Invocation of Nehek.

Lizardmen

The skinks attempted to retreat, not liking their odds against the banshee, and not having the power to take the malignant spirit out.

Turn Three

Vampire Counts

The banshee pursued, still hoping to earn vengence. (She had been rather fond of the doom wolf). The fell bats moved within striking range of the fleeing skinks, but were hesitant to charge. They noted the onrushing scar-veteran and his unit. The banshee attempted to eliminate the skinkst, but as they were within the protective range of the Scar-Veteran, a seven was not good enough to damage the unit.

The winds of sorcery favoured Savehn, and he raised five skeletons to join his unit. He then landed a Curse of Ages on the unit of 12 Saurus. The dispel failed but only one saurus was affected and aged to dust.

Lizardmen

The scar veteran and his unit moved closer to the banshee, the skinks passed in front of them, heading away from the wailing spirit. The eleven saurus moved closer to the general of the undead army.

Turn Four

Vampire Counts

The banshee moved to follow the skinks but was not able to catch them. The fell bats rushed down upon the fleeing units, screaming terror. The banshee chose to relent in the attack on the skinks, attempting to disrupt the scar veteran's unit. Five saurus fell to the increasing power of the Curse of Ages. The bats crashed in to the skinks crushing them. The skinks, upon losing the battle broke and ran, but could not outdistance the flying creatures.

Lizardmen

The scar veteran led his troops forward to attack the banshee, but they could not reach her. The saurus unit beset by the Curse of Ages moved closer to the necromancer that had so cursed them. They were able to dispel the ongoing curse.

Turn Five

Vampire Counts

The banshee retreated a bit from the approaching Scar Veteran and his unit, but not so far as to move out of the range of her voice. The fell bats attacked the weakened unit of saurus.

Savehn failed to reinstate the Curse of Ages, and his Invocation of Nehek was dispelled. The Banshee failed to affect the Saurus Hero's unit. The bats eliminated only one saurus, and were in turn destroyed.

Lizardmen

The saurus scar veteran caught up to the banshee, and though the banshee survived all five of the general's attacks, taking but one point of damage, she failed to wound him in return, losing the combat. This caused her to evaporate away due to combat resolution.

Turn Six

Vampire Counts

I made a mistake and failed to turn to face the scar veteran's unit. I failed to cast the Curse of Ages, in a last ditch effort. I was able to cast the Invocation of Nehek and added five more skeletons to my unit, bringing it to 23 skeletons, in addition to Savehn.

Lizardmen

The saurus scar veteran led his unit into the flank of the skeletons. After a short, fierce combat, six Skeletons were slain, and no counter attack was allowed as the entire column was destroyed. Combat resolution caused an additional nine skeletons to crumble away.


Resolution

We had decided that the battle was to last 6 turns, thus we ended the game, after about 2½ hours. At the end of the 6th turn, my forces had been whittled to 269 points and he had been knocked down to approximately 315 points. His call was that it was a pyrhic victory for the Lizardmen. (Technically a 46 point victory is a draw I guess, but as we were only playing a 500 point game, and he lost 184 points to my 231) I won't complain too much.

Savehn retreated from the lizardmen as the early morning sun was rising. He knew Riawyr would not be pleased, but what could one expect. Skeletons are not a match for the combat prowess of the Lustrians. Especially with a Lustrian wielding such a fearsome combination of enchanted equipment. Maybe he could finally convince the Blood Dragon to consider bringing in some ghouls. True the citizens of the area would object, but ghouls were a lot better at fighting than skeletons, and might prove more effective against the poisoned blow guns of the small lizardmen, than his own units had.

Savehn seriously doubted that he would be able to convince Riawyr or his mistress to allow their wight infantry to accompany him. As for combat being so important to Riawyr, Savehn would have to tell him to stick it in his pointy ears, only Savehn kept the Lizardmen from totally overunning the scouting units. As for the Guardian of Alexia's family, she proved somewhat effective, though she needs to learn how to position herself.

Thus ended the first Warhammer combat I fought (with units), and to this point, the only one that I've completed.

I am somewhat surprised at the effectiveness of the magic as I generally tend to prefer combat. I did learn a bit though. Vampire Counts depend on magic, numbers, and fear. The Cold-Blooded rule makes fear considerably less effective. I still would like to see how I would do against a non-lizardman army.

As neither I nor my friend had seen the other's army before the game the "Fog of War" was important. Had I known he had not taken a mage, I would not have selected the Obsidian Amulet.

Oh yeah. I definitely need to paint up more skeletons than I have.

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