Wednesday, 19 February 2014

The Dark Monoliths of Zhulgozar

We played a scenario from the WH rule book the other day with 2500 pts Vampire Counts v Deamons of Chaos. The scenario saw us battle for control of the Ancient Ruins on top of the most central hill. The Ruins granted various magical benefits for the Wizards in control of the ruins. With hind sight the game would have been better suited to be played with Two different forces as neither side have to take break tests so it was always likely that we would have troops still remaining at the end of the game to contest the objective. Still it was a feisty scrap and for most of the game my Vampires held their own in combat,although in the latter stages with the benefits given to the Plague Bearers from that cursed Epidemius (I will take great pleasure in slaying him one of these days) my core warriors were disappearing a lot quicker than I could raise them! In the end facing defeat I had to play for a draw in the last turn and just consolidate contesting the objective. Here are a few snaps of the game, including my recently purchased unit of Blood Knights which Collin kindly sold to me thanks :-), they preformed admirably in their first outing. 

 a couple of moves in and our two armies have positioned themselves ready to give and receive charges.


The Beasts of Nurgle take early control of the ruins as the undead forces advance.


The Vampire Lord and Blood Knights ready for the charge along side the roaming Banshee who screamed and howled with particular intent in this game!


Some freshly raised Zombies are about to be barbecued very very soon


The Greater daemon of Nurgle faces off against the Zombie Dragon riding Vampire Lord.


The Plague drones charge into the Blood knights but find that they have met their match and fail to do any serious damage, the Blood Knights lose the combat by one , but in their following turn one of the two fallen knights simply rose back from the dead and returned to his saddle of his Hellstead. The Banshee kindly lent her voice to the combat dispatching of a plague drone.


The skeleton horde got a little hasty and charged a beast of Nurgle atop of the hill, failing to kill it they were counted charged by a Plague bearers unit, the Greater Deamon and in the flank by another beast of Nurgle which had earlier disposed of the bat swarms, my 50 Skeleton horde was reduced to 10, ouch but at least they were still there on the plus side. I did have a unit of Varghiests  in the combat flanking the Greater Daemon, but they disappeared as quick as they had arrived thanks to the unstable rule.


After defeating the Plague drones  the Blood knights charged into the Deamonettes who had been dying steadily to the Vampire Lord over the last couple of turns, these extra attacks sent the Daemons back to the realms of chaos.


The Black Knights having been out the game for to long finally found a charge against the Furries who they dispatched with ease.


The Necromancer on the Corpse cart readies the Gouls and Black Knights for one final charge onto the hill and into the unit of Plague Bearers, well that was the plan but the Plague bearers had other ideas and charged down from the hill into the Gouls destroying all but two of their numbers.


The Vampire lord positions himself ready to contest the objective in his final turn.


A Mexican stand off going into the final turn.


The Banshee gives one more final scream, screeching loud enough to fill even a Beast of Nurgle with dread  making it quit the game, however there were still plenty more daemons presently close enough to contest the objective.



Without a shadow of a doubt a couple more turns would have seen the Daemon hordes claim the Ancient ruins,but turn 6 had passed so I managed to hold on to the draw, it was still another useful game for me using my Vampire Counts army and I am starting to understand their strengths and weaknesses better, next up for us will be a game of Hail Caesar with my new Macedonian army against my dads new Indian army, good times :-)

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