The Epic Showdown – Severus Vs Augustus

epic match upHowdy everyone, Severus here again.  As I mentioned previously, our gaming store, Critical Hit Games, put together a little league/tournament.  2000 points of warhammer fantasy goodness, allowing the end times supplement rules.  Random pairings were made, money put into a pot.  Winner takes all.  I got Augustus.  Let me give you readers a little history lesson.

I am not that good at fantasy.  I make poor tactical and list decisions.  I often see those decisions in hind sight.  Augustus on the other hand is a skilled fantasy player who writes some amazing lists.  In our history I have never come close to beating him.  Ever.  So, with that in mind I set out to have fun and try to make it a good match for him.

I took a bit of an interesting list.  I decided it should be lead by none other than the recently promoted Krell, Mortarch of Despair.  He would of course be backed up by a Lord Necromancer (level 4 with a 4+ ward and dispel scroll).  He would need some lieutenants, so I put a wight king bsb in.  Finally, I rounded it out with a second wight king with the enchanted shield and the sword of anti-heros in case I faced some sort of death star.

Now to the meat of the army.  Core wise I went with 20 crypt ghouls and 40 skeletons.  I put in a unit of 20 zombies to make a little bunker for the necromancer.  Special wise I put in my obligatory 3 spirit hosts and 4 crypt horrors.  For rare I popped in a terrorgheist and a mortis engine.

The plan was to keep the skeletons (with krell and the fighty wight king) and the ghouls (with the BSB) near the mortis engine to weather any damage as they advanced up field.  The crypt horrors and spirit host went on the flanks to tie things up.  The terrorgheist planned to run around and cause chaos.  And the zombies shuffled behind with the necro to keep things re-growing.  I will leave the high elves for Augustus to explain.

The game started off well for me.  First off, no banner of the world dragon.  Honestly, I am not sure vampire counts/undead legion can ever crack a unit carrying that thing.  So with that, I pretty much just started shoving things forward, up the gut as some would say.  I got a bubble danse macab off, so I ended turn one right up in the grill of the elves.  Even more luck on Augustus’ turn.  His white lions failed a charge on my terrorgheist, leaving there flank wide open to my skeletons.

My turn 2, I charged in with the skelletons and a spirit host (poor decision).  I moved the mortis engine and ghouls up on the skeletons lef flank to guard it from the horde of sea guard standing there.  The terrorgheist went after one of the 3 or 4 bolt throwers on the table.  The crypt horrors were out of position so just shuffled around to try to protect the zombie bunker from an eagle.  I believe it was this turn that I got curse of years off on the sea guard.  Didn’t kill that many (like maybe 4 or 5), but it took the pressure off me magic wise.  Combat went well, I put down about 5 or 6 white lions.  They held (stupid stubborn) but failed a combat reform.

I believe it was Augustus’ turn 2 that I realized he can fly charge his eagles past all my crap into my zombies.  Which he did.  He charged my crypt ghouls with his sea guard.  Magic saw him get off a hand of glory on the sea guard (I think).  He did not dispel curse of years so I killed a few more sea guard.  Combat with the white lions went in my favor again, but nothing really changed due to stubborn and a failed reform.  His sea guard ate my ghouls before they could do anything.  This is where the rules got fuzzy.  He tried to over-run into my skeletons flank, but he could not close the door due to my mortis engine being in the way.  I could not close the door since I was locked in combat.  We ruled that since he couldnt complete the charge that he couldnt get into the skeletons (yet).

Turn 3 I positioned my mortis engine to make sure that a charge by the sea guard would prevent them from over running into anything.  Its pulse also killed an eagle this turn.  The terrorgheist went after a second bolt thrower.  The crypt horrors tried to shuffle around the skeleton block to get after the sea guard.  The zombies were still stuck in combat.  Nothing significant magic phase wise other than curse of years being dispelled.

Now here is where I make another error.  Because I put that a stupid spirit host into combat with the flank of the white lions, I don’t have room to maximize.  So krell no longer can swing on them.  I still win, they still stay, they still fail to reform.  I believe it was this turn that the zombies finally beat the eagle and ran it down.  Moving them out to my right flank (away from the sea guard!).

Turn 3 for Augustus, he charged the poor mortis engine.  Nothing else can move I think at this point for him.  Magic seems un-eventful if my memories serves.  He quickly dispatches the mortis engine.  The results explosion does not do any significant damage to my knowledge.  White lions still lost, still say, still fail to reform.

Turn 4.  Mistakes were made, again.  I decided to position my terrorgheist on the far flank of the white lions from my skeletons to scream into combat.  I was afraid of charging, he was down to like 2 wounds at that point.  Augustus had about 6 white lions left.  Crypt horrors continued to try to walk about the skeletons, although now it is becoming clear that they will not be able to stop the sea guard from getting into the skeletons flank.  Another mistake was made.  I should have held them back a bit so they could see the sea guard if they charged the skeletons.

Fast forward to combat.  If I can kill all the white lions, my skeletons can reform to take the sea guard charge.  I failed to kill the last white lion.  I should have sent the terrorgheist in there (who cares if he died, I needed just one more wound!).  So now my flank is wide open, my crypt horrors can’t stop the sea guard.  The end is near.

At this point things sort of turn into a blur.  The sea guard charge the skeletons and do a lot of damage.  The unit lives, by about 10 skeletons.  Krell kills the Anointed in a challenge, but dies shortly there after to the BSB in a following challenge.  The second round of combat grinds down what is left of the unit.  I was not able to see the sea guard with the crypt horrors, who re-positioned again to get a better angle.  They finally made a charge into the sea guard near the last turn and held them up, preventing the rest of my army from being slaughtered.

Overall it was an enjoyable game looking back on it.  IN the end, Augustus won by about 500pts.  Had I taken my time, I probably could have made some better decisions.  Would it be enough to win the day?  Who knows.  Maybe we can get August to weigh in on the subject.  Until then readers, this is Severus saying have a good one and take it easy.

One thought on “The Epic Showdown – Severus Vs Augustus

  1. Yes, as you can tell by Severus’ post, the outcome was decided more by tactical errors than any brilliant stratagem on my part! With a bit more experience under his belt, I have no doubt Severus would have won this game.

    My list consisted of an Archmage, Anointed of Asuryan and BSB for characters. My Core consisted entirely of 47 Seaguard, and my special points were spent on 20 White Lions with the Banner of discipline. Finally, by Rare was made up of 4 Bolt-throwers and two Great Eagles.

    Despite getting a +1, I lost the roll to go first, which was compounded by Seth’s movement in the magic phase, leaving me with only one decent hooting phase. Turn one did see his terrorgheist rolling double1s on my bolt thrower, so there were some positives.

    Afterwards the White Lions failed a 12″ charge, by one inch no less, which was very dissapointing. To make matters worse, Severus dispelled Walk Between worlds, preventing my changing their facing in the magic phase, and used a scroll to stop Fiery Convocation.

    I then expected Severus to charge my White Lions with his spirit host only but, luckily, he also threw in Krell and his unit. As it turns out, these two units inflicted surprisingly little damage, which allowed my WL to keep Krell in place until my Seaguard were ready to charge his flank.

    In challenging my Anointed Krell made a single killin blow, so I naturally failed my 3+ Ward save! In the end though, being able to bring most of my Seaguard attacks to bear really did it in for the skeletons.

    My magic this game was quite disappointing, as the only spell that I was able to successfully cast was Hand of Glory, which did not really make much of a difference most of the game, except for allowing the Seaguard to hit on 2+. But even then, out of 37 shots I caused 6 wounds… The bolt throwers put 3 wounds on the Terrogheist, but otherwise were pretty ineffective.

    All told, a very close game indeed!

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