RULESETS:
- Fantasy battle 9th age 1.3.4
- Daemon Legions 1.3.4
- The Vermis Swarm 1.3.4
- 3000 point game
- Secondary objective: Hold the Ground
- Standard rules for 9th terrain and scenarion
Opponents magister generated from path of shamanism 1+6 (and didn't swap spells to 0). So he had Swarm of Insects and Totemic Summon.
My opponent starts the deployment
- Rats at Arms (right)
- Sirens + Horrors
- Rats as Arms (left)
- Mounted Sirens, Crusher Cavalry, Daemon Prince, Harbringer
- Slaves
- Furies
- Rest of the Vermin Swarm.
I won the first turn
MAGIC: 6+6
- Upgraded Hand of Heaven to Dreadmill 5 PD (20) failed to dispel 6 DD. It caused 4 wounds on the mill.
MOVEMENT:
- Rats at arms tried to charge daemon prince, couple died due stand and shoot, failed to charge
- Dreadmill "charged" furies
MAGIC: 6+5 + DD
- Swarm of Insects to Horrors 3 PD -> killed 5 Horrors
- Totemic Summon 4 PD -> Dispelled
SHOOTING:
- Plague Catapult killed 8 sirens
- Jezzails complete failed by rolling 3 x ones and caused to wounds to it self, but luckily they didn't break
- Globe Launched caused 3 wounds on Daemon Prince!
MOVEMENT:
- There was a theoretical change for mounted sirens to charge the Dreadmill (especially after my opponent reformed it after combat) but as it was just barely we ended up 4+ rolling it and I failed (that would have been excellent as they could have overrun to the flank of rats at arm with that movement.
- Daemon Prince charged Dreadmill instead
- Sirens to rat at arms in with the Dictator.
MAGIC: 5+1
- Upgraded hand of heaven to globe launchers 3 PD ( OF ) I rolled only 2 x str 2 hits and failed to wound any. On my miscast only one horror died.
- Cleasing Fire to Siren champion 2 PD natural failed
CLOSE COMBAT:
- Mounted Sirens broke slaves (IN this battle it might have actually been possible that the slaves wouldn't broke as fast cav has light troops and zero ranks. Slaves would have been steadfast with ld 7 (due dictator). But We rolled that they only had possibility for snake eyes) I realized the mistake in the next game I played right after this one.
- Daemon prince with only 1 wound took huge risk as the dreadmill needed just one wound to be destroyed. Luckily I managed to do it.
- Sirens, this battle ended up exact draw
MOVEMENT
- Vermin Hulks charged sirens flank
- Plague Brotherhood passed frenzy test
MAGIC: 6+3
- Swarm of Insect to Mounted Sirens 3 PD Dispelled
- Totemic Summon 4 PD natural failure
SHOOTING:
- Jezails...... again my opponent botched by rolling snake eyes and failed to hit with the one. He caused AGAIN two wounds on the jezails and STILL passed the panic test :D
- Plague catapult missed
- Plague Globe failed to do wounds on demon prince
CLOSE COMBAT
- Sirens took heavy beating, but they managed to hold with only 4 models left!
MOVEMENT
- Daemon Prince charged Vermin Hulks
- Mounted sirens clipping charged Rats-at-Arms
- Crushers charged Vermin Hulks flank
MAGIC 6+2 + PD
- Hand of Heaven upgraded to Totem Beast 5 PD -> 1 Wound
- Cleasing Fire to Harbringer 4 PD -> Diseplled
SHOOTING:
- My 4 horrors managed to do 2 wounds on Totemic Beast and it was destroyed!
CLOSE COMBAT:
(note: this combat had a lot of.... how should it be said very interesting features in regards of the rules)
- Daemon prince delivered good ammoun of wounds to vermin hulks
- Dictator killed all the 4 remaining sirens -> HERE we weren't complete sure should the rats-at-arms nudge but we concluded that since this is the same multiple close combat and it was possibe to nudge rats-at-arms to base contact with daemon prince that it was done.
- Mounted Sirens and Harbringer bounded heavily on the rats at arms.
- Vermin hulks + Remaining rats-at-arm failed to wound the single wounded daemon prince
- Crushers delivered also good ammount of damage.
- Rats-at-Arms hold, hulks broke and Crushers cathced them. HERE. Direction of the flee, we concluded that the mounted sirens was the most numerous enemy in the close combat so the roll was from there and since the pursuit move says that rotating ignores obstacles, units etc. Crushers pursuited over forest.
MOVEMENT:
- Globe Launcher had to charge to Mounted sirens also since plague brotherhood wouldn't be able to charge eitherway.
MAGIC: ( I don't have any notes :D, but most likely it was ineffective magic)
SHOOTING:
- Jezails again got one wound on them selves but this time they managed to do the first wound in the whole game to crushers.
- Plague catapult missed
- Rotary gun shot crushers without any effect
CLOSE COMBAT:
- Daemon prince killed Dictator, Mounted Sirens did good damage overall.
- Plague brotherhood decimated mounted sirens, rats-at-arms failed to deliver the one wound to DP.
- I lost the combat by two and both Prince and Mounted Sirens held.
MOVEMENT:
- Crushers reformed
MAGIC: 6+6
- Upgraded Hand of Heaven to Globe Launcher 4 PD -> ( OF ) No damage, on missfire only my champion stayed alive, (witchfire destroyed remainign horrors), I forgot the spell, survived the direct wound and insta kill results
- Cleasing Fire on Mounted Siren Champion 5 PD -> failed to Dispel, str 3 breath weapon
CLOSE COMBAT:
- Breath weapon did good damage on brotherhood, which in return wasted tons of attack to kill the solo mounted siren champion.
- Harbringer killed all but one rat from the rats-at-arm unit
- On retrospective I probably should have thunderstomped to solo dude up since I was going to win the combat by alot, but I stomped the bigger unit instead.
- Harbringer pursuit brotherhood and cathed them. Globe Launcher paniced.
MOVEMENT:
- Globe launcher failed to rally and ran off board
- Solo rat managed to rally on snake eyes!
SHOOTING:
- Rotary Gun destroyed Harbringer of Lust easily
- Plaguce Catapult missfired
- Jezails... they are UNDER a curse! again my opponent rolled 1, caused one wound but AGAIN he managed to not panic them off board with ld 5... Cursed Jezails
CLOSE COMBAT:
- Daemon Prince with single wound left had survived tons of spearheaded attacks. This turn was no exception and Rat-at-arms broke of, I failed to catch and they fled right through the crushers
MOVEMENT:
- Daemon Prince used elixir and he ALMOST managed the move behind the building so that catapult wouldn't have LoS to it, but it was like 1 inch short.
- Crushers reformed
MAGIC: 6+4
- Cleasing Fire to Crusher champion 5 PD, failed to dispel str 4
SHOOTING:
- Horror tried to snipe the solo rat and Crushers unleashed breath weapon to the fleeing rats killing alot of them.
MOVEMENT:
- Rats-at-Arms failed to rally and ran off board (picture is little off)
- Solo rat went for Hold the Ground
SHOOTING:
- Plague Catapult missed Daemon Prince!
- Rotary Gun did one wound on crushers?
- Jezail miss
MOVEMENT:
- I packed up with horror champion just enough to be out of effective range of rotary gun.
MAGIC, none (since Crushers wasn't close enough to use breath weapon)
SHOOTING:
- Failed to snipe the solo rat
SHOOTING:
- Jezail failed
- Rotary Gun Missfired and was destroyed ( That solo rat wouldn't broke of as weapon team has Insignificant, but It woudln't change the out come of the battle too much)
- Catapult missed horror
Game ended with me scoring the secondary objective and significantly more points.
GAME ANALYZE:
- Oh boy this was nice rematch with helkku and truly remarkable battle. I like to point out that Jezails managed to do SINGLE wound on crushers whole game, with volatile they got 6 wounds on them selves and survived 3 panic tests on LD5. Really odd.
- Daemon Prince was on last wounds the whole game, it was only waiting for that lucky break but fortunately he survived thanks to iron hide. I like to think that his cocky risky charge to dreadmill pleased the dicegods.
- The multiple combat was again the horrible examples of many different possibilities what could happend in this game and now after the battle judging the rulebooks page 54 that would probably ended up as two different combats.
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