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 The Dead do not Sleep!

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mariner2011
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The Dead do not Sleep! Empty
PostSubject: The Dead do not Sleep!   The Dead do not Sleep! Icon_minitimeThu 27 Jun 2019 - 20:42

Howdy gang!

So we played a custom scenario I'd made up called, "The Dead do not Sleep", in which if a warrior came within 12" of a mausoleum, a ghoul sprung out to protect the Cooper's deceased Guildmaster Von Rechtor and his Necronomicon! We treated the barriers of the cemetery as impassible except through the entrances...which I think definitely played into my buddy Jeff and his Children of the Damned's favor. Admittedly, the movement of the ghouls was definitely finnicky, and we wasted well over 45 minutes during the game discussing where one would move, where it could and couldn't move, etc...so definitely tricky. For the rules, see:

https://boringmordheimforum.forumieren.com/t9190-scenarios-for-my-campaign

Below you can see the deployment. (Please note, the bare bases are 'giant rats' that my Sorcerer, Tim, had summoned prior to the battle!).
Pete-Sneak and his Blackcloaks, spreading thin and wide on the flanks. I'd hoped to really concentrate on the flanks, hammer the ghouls with slings and then scamper in for the loot!

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Jeff (Helmut) deployed his Witch Hunters on the second story of the Counting House to pick off ghouls with his Xbows, and move into the cemetery in two groups; one on the right flank of the board by the Klausner house, and the other straight into the cemetery.

The Dead do not Sleep! Tumbl118
The Dead do not Sleep! Tumbl117
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TURN 1

Unleashing the hounds, Helmut sent one scurrying off to the right flank and another towards the cemetery to trigger the ghouls. Elsewhere, the warband halted, biding their time while the Witch Hunters, taking aim, missed all three of their shots on the ghouls.

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Sneaky and Squeaky, seeing their chance and using Sprint, moved a total of 18" to the alleyway by the Temple!

The Dead do not Sleep! Tumbl124

Elsewhere, the magical giant rats skittered forward, triggering a ghoul. Taking aim, the Throat Slittas stunned it in the noggin! The rest of the Blackcloaks took up positons on their left flank, hoping to intercede and overwhelm the right flank of the Witch Hunters.

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The Dead do not Sleep! Tumbl125
The Dead do not Sleep! Tumbl127


TURN 2

The witch hunters surged forth and were met by a leaping ghoul from the main gate of the cemetery. One of the flagellents whirled his flail around, knocking the ghoul down. Assisted by another crazed flagellent, Helmut parried the clumsy talons of a thirsty ghoul and cut him down on the flat of its back!

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Watching the zealots distracted, Sneaky and Squeaky saw their opportunity and surged into the cemetery. Squeaky rolled a 4, immediately discovering the Necronomicon within von Rechtor's tomb! Buoyed in confidence at the find (and having Charles the Black Skaven and Sneaky nearby), Squeaky felt his chest swell under his jerkin.
The giant rats, sensing flesh, all attacked the ghoul who'd ran out of the cemetery towards them...to no avail. On the left, the rest of the warband desperately sprinted forwards to take up better firing positions and rush around to the other side of the cemetery.

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TURN 3

Seeing an opportunity for flesh, more ghouls sprang forth from their musty tombs...charging flagellent and skaven alike. Sneaky parried a blow and with a swift riposte knocked a ghoul down, while the Warrior Priest and a host of flagellents charged into a knot of three ghouls.

Meanwhile, Pete-Sneak saw his hated foe, Helmut Volker, striding towards Pete-Sneak's favored pupil, Squeaky. With a snarl (and not without a small squirt of fear-musk), charged forth. With both claws gripped firmly in his hand, he squeezed the triggers and put two green-glowing holes in Helmut's chest, taking him out of the game!
Pete-sneak wasn't fast enough, however, as warhounds circled in to engage Squeaky and prevent him from fleeing the board with his newfound treasure.

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TURN 4

Turn four saw the more and more ghouls begin to reappear in the midst of the skaven...Pete-Sneak, swollen with pride and no small amount of hubris at killing Helmut, charged out with his daggers at the warhound, only to fall to its slavering jaws...
Charles, seeing his leader fall, squirted the musk of fear and turned to run, only to be dragged down by ghoul he had been facing.
Squeaky, having dispatched his ghoul, turned to flee only to be intercepted by the Warrior Priest. Hefting his hammer, the venerable cleric swung his hammer far overhead, only for Squeaky to parry the blow and knock the man-thing down. Too late, however, more warhounds charged in for the kill.
On the other side of the cemetery, the flagellents continued their bloody work of hacking through ghouls, while the rest of the Black Cloaks desperately sprinted forwards to try and rescue Squeaky.

With the fall of Pete-Sneak, the rat-men turned their beady eyes towards Skarsnik on the flank for leadership...rolling a 6 for my rout test. The Cloaks would fight on!

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The Dead do not Sleep! Tumbl136
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At this point, libations had been flowing amply - so I apologize for no further pictures- and what I thought had been a good thing of passing further rout tests the next two turns, had really been a butcher's bill for the skaven. The Warrior Priest finally killed Squeaky, stealing the Necronomicon for himself and sprinted away with it in later turns and also grabbing treasure from the other two tombs, while my verminkin began falling like wheat to ghouls in turns 5, 6 and 7.

With a significant help from the ghouls, the Witch Hunters reaped a bloody toll, taking out no less than both Night Runners, my leader Pete-Sneak, and Charles...alongside three verminkin and a giant rat! When we rolled, all save Charles were unscathed (finally, some good luck!). I lost two of the four downed Verminkin, once again...that brings the sum lost minions to 5 for the campaign. Fearsome toll indeed.

Helmut's retinue lost their leader, a flagellent, and a warhound...and all came to full recovery. Having gained enough experience for two rolls, the Warrior Priest now has S4, WS4, and an additional hymn for every game. Added to the power of the Necronomicon (after the Priest blessed it to remove the curses, of course!), this gave Jeff's Priest an ADDITIONAL SPELL, and +1 to spellcasting...rendering three spells total for our last game.

...really not looking forward to seeing what he rolls for hymns next round! All in all it was a great game, Jeff's a great sport and far more tactically minded than I am most of the time.

Now, onto Sewer Rats! and my sewer tile!
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DeafNala
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PostSubject: Re: The Dead do not Sleep!   The Dead do not Sleep! Icon_minitimeThu 27 Jun 2019 - 22:06

GREAT report AND WONDERFUL photos! Win or lose, that is a GLORIOUS looking game. OUTSTANDING STUFF! thumbsup
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Harrocks
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PostSubject: Re: The Dead do not Sleep!   The Dead do not Sleep! Icon_minitimeFri 28 Jun 2019 - 10:24

great scenario and report, sounds like a lot of fun. I'm not worried about winning a game as long as fun is had - sounds the same for you guys.

And that board ...  cheers
looking forward to the sewer pics.


Last edited by Harrocks on Fri 28 Jun 2019 - 18:22; edited 1 time in total
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Codsticker
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PostSubject: Re: The Dead do not Sleep!   The Dead do not Sleep! Icon_minitimeFri 28 Jun 2019 - 16:33

Great looking game! I look forward to the sewer battle.
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Rhydderch
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PostSubject: Re: The Dead do not Sleep!   The Dead do not Sleep! Icon_minitimeMon 1 Jul 2019 - 13:23

That seems like a really cool scenario, which I may well be stealing shortly. Also looked like a good fun game, amply illustrating why Skaven should never try to be brave!

Skaven are a really fun warband to play, not least because they're pretty much the only warband where being as beardy & gittish as possible is in character.
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Von Kurst
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PostSubject: Re: The Dead do not Sleep!   The Dead do not Sleep! Icon_minitimeMon 1 Jul 2019 - 20:00

Great report with really great models and scenery thumbsup thumbsup
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