Background

In the first year of the campaign, the Undead were conquered by the Green tide. We roll for the this year’s campaign, and got all 6’s for aggression, so to recap:

  • High Elves have Aggression 1 + D6 roll of 6 =7
  • Night Goblins have Aggression 2 + D6 roll of 6 = 8
  • Chaos Dwarfs have Aggression 2 + D6 roll of 6 = 8
  • Tzeentch have Aggression 3 + D6 roll of 6 = 9

So this means that Tzeentch is on the attack, and their targets are the High Elves:

See the previous entry here and the overall introduction here.

Deployment and Armies

The armies deploy amongst the ruined outskirts of the Elven citadel, the Tzeentch Daemons have a slightly weighted deployment to their left, while the High Elves sort a balanced deployment.

Yppast and his Daemon Horde
Elfarion’s Seerhost

Changes to Magic

I simulated the 4th Edition ‘Battle Magic’ system in my first game, but found it very difficult to manage without cards for power/dispel/specials or spell cards. For this battle, I thought I’d try to use the built-in magic setup from Warhammer Fantasy Battle 6th Edition – the changes are fairly significant. The most obvious is that than power/dispel cards you have a pool of dice you can roll to cast or dispel magic, and only the active player casts magic.

In this game, the High Elf Mage chose High Magic, rolling the Portent of Far (reroll 1’s in combat) and Storm of Chronos (all enemies within 12″ take D6 S4 hits). The Chaos Sorcerer chose the Lore of Dark and got Creeping Death (magic missile) and Pelt of Midnight (friendly unit only hit on 6’s).

Battle Report

Turn 1

The Demon army advances, the Sorcerer using his disc to fly over to reinforce the left flank, casting Creeping Death on the Archers and almost causing them to rout. In return, the Elf Chariot gets off a charge and the impact hits take the Sorcerer down in turn 1!

Turn 2

The Demon countercharge takes out the chariot and some silver helms who didn’t complete a charge, but the Elf’s magic Storm of Chronos does hits on five separate units!

Turn 3 & 4

The inexorable advance of the Demons isn’t even slowed down by shameful bowfire from the Elves, and they lose a unit of archers to the eldritch fire of the Flamers.

Elfarion the Mage manouvres into an even more devastating position for Storm of Chronos, unable to be dispelled by the wizardless demons – but rolls a miscast and is blasted across the battlefield in a spray of coloured energy.

Turn 5

The many-mawed jaws close, another gout of flame incinerates the Mage, and the Spearmen, despite a valiant charge into the Chariot are unable to cause any damage and flee in the face of a flank charge by the pink horrors.

Aftermath

The battle was close to a white-wash by the demons of Tzeentch against the High Elves – the high manouverability of the Flamers and their devastating attacks (D6 S5 hits each) and demonic save were difficult to counter. The Elven chariot’s sacrifice was a net gain, but that combined with the failed Silver Helm charge was enough to effectively neuter the army completely.

Up Next

With the conquest of the High Elves by the demonic legion of Tzeentch, the map looks like this:

Next entry, we’ll see what Year 3 brings!

3 responses to “Herohammer Campaign Pt. 2”

  1. […] here for the intro, here for year 1, and here for year […]

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  2. […] here for the intro, here for year 1, and here for year […]

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  3. […] of Throndmaug have jostled for supremacy, we saw the Undead fall to the Night Goblins, then the High Elves to the Daemons of Tzeentch. The Chaos Dwarfs attacked, were repulsed and then defeated by the Night Goblins. This leaves only […]

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