Edge of the Abyss

The Kings of War Global Campaign

Occupying the Plain

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The League of Rhordia
Duke Heirgenstatdt
VS Ratkin
Warlord Massiskikk Scourge-bringer

My opponent and I write/create these battle reports together, and as such the linked battle will be almost identical to this one. In order to make it worth looking at both linked games, however, we have each given our individual thoughts on the battle at the end of the report. If you enjoy this report and want to rate it, please consider rating the linked game as well :)

We rolled up "Occupy" from the Clash of Kings 2017 book and the epic dwarf map no.9. The 2 pence coins show the various objectives.

Left to right: Duke Heirgenstatdt, Household Knights regiment x2, one with Brew of Strength, the other Brew of Sharpness, Halfling Master Sergeant with bow, Halfling Scouts troop, House Guard regiment, Musket Block regiment, Standard Bearer with Banner of the Griffin, Crossbows troop x2, City Militia Horde with Healing Brew, Wizard with Heal and Shroud of the Saint
Howitzer, Halfling Braves regiment, Halfling Iron Beast, Howitzer
Artillery (in the corner), Blight horde with Blood of the Old King, Weapon Team, 2x Warlocks, one with Amulet of Fireheart and Bloodboil, other with Fenulian Amulet, Swarm-crier with Lute of Insatiable Darkness, Shock Troops horde, Warrior horde
Spear Warrior horde, Weapon Team, Swarm-crier with Boomstick, Death Engine with Vile Sorcery, Brute horde with Brew of Courage, Vermintide regiment x2, Artillery

Ratkin won the roll for first turn, and gave it to the League of Rhordia.

League of Rhordia Turn 1: The line makes a cautious advance.

The men (and halfmen) of the League advanced, putting their reload shooting into inescapable range for next turn. Both howitzers missed their targets.

Ratkin Turn 1: At the double across the plain.

The Ratkin moved up as fast as possible, determined to reach the League line. Artillery shooting this turn was devastating. The artillery in the woods (top of pic), put 6 damage on the hammer-knights, wavering them. The other artillery went for one of the howitzers, and destroyed it. The combined lightning from the warlocks wavered one of the crossbow troops.

League of Rhordia Turn 2: Opening fire and preparing to meet the rats.

The wavering of the knights made things difficult on the left flank. The golden knights lined up their next charge. The non-wavered crossbow troop put 1 damage on the warrior horde, and the musket block put 4 on the death engine. The remaining howitzer shot at its only target, the blight, and managed a hit, scoring 4 damage.

Ratkin Turn 2: Contact!

The blight charged at the halfling braves in the woods and the warriors at one of the crossbow troops. The spear warriors reformed to stay in formation rather than charge the scouts on the hill. Shooting this turn focused on the golden knight regiment, racking up 7 damage but failing to waver/rout them. Combined lightning once again wavered the unengaged crossbow troop. In combat, the blight put 4 on the braves and wavered them, while the hindered warriors managed a measly 2 on the crossbow troop, who remained steady.

League of Rhordia Turn 3: Knights charge through the opening.

The golden knights spot an opening in the ratkin line and charge through, hitting the boomstick carrying swarm-crier. The hammer knights meanwhile charged a vermintide regiment that had emerged from the woods. The crossbow troop chose not to counter charge the warrior horde, and had their 2 damage healed by the wizard. The Iron Beast used its breath attack on the blight to bring them up to 5 damage, while the musket block put another 3 damage on the death engine, bringing it up to 7. Rolling a 9 on the nerve, it was thanks only to the rallying presence of the brute horde nearby that the engine operator didn't wheel-on-outta-there.

In the combats, the hammer knights crushed the vermintide, while golden knights skewered the swarm-crier, destroyed the weapon team in the overrun and came to a stop in front of the woods.

Ratkin Turn 3: Brutes engage the knights.

The ratkin had now lost rallying on the left flank, and had to respond fast. The brutes charged out of the woods into the hammer knights, while the surviving vermintide regiment skittered around to face their flank. The warriors re-engaged the crossbow troop, as did the blight with the halfling braves. The death engine shot point-blank into the golden knights and routed them, while the remaining weapon team lit-up the unengaged crossbow troop, destroying them. The rest of the shooting focused on the Iron Beast, bringing it up to 8 damage and rolling high enough for a waver.

In combat the brutes did well in spite of being hindered, but rolled a 3 on the nerve, which was enough to waver with brutal, but the knights' fury ignored this. This time the warriors managed to put 5 damage on the crossbow troop, but only wavered them, while the blight finished off the braves and backed up onto the objective.

League of Rhordia Turn 4: The wizard heals the Iron Beast.

The hammer knights counter charged the brutes, and the duke charged the vermintide threatening their flank. The wizard healed 1 point on the Iron Beast, while the musket block put 3 on the death engine, bringing it to 10 damage and routing it! The scouts and master sergeant, who had previously been targeting the (now dead) weapon team from the hill, put a volley into the spear warriors, dealing 3 damage.

The knights rolled horribly against the brutes, dealing only 3 damage. The duke dealt 4 to the vermintide, wavering them.

Ratkin Turn 4: Spear Warriors charge the scouts.

The spear warriors finally decided to get into the fight, and charged the scouts. The brutes counter charged the knights, and the warriors once again charged the crossbow troop. Artillery (which had had unbelievable accuracy this game) continued to focus on the Iron Beast, bringing it to 11 damage and destroying it. Warlocks began to target the city militia, putting 4 damage on them.

The brutes pummeled the knights, routing them utterly. The spear militia scattered the halfling scouts, while the warrior horde brought the crossbows up to double 1s level damage, only to roll... double 1s.

League of Rhordia Turn 5: The House Guard spot a flank.

The crossbow troop finally decides to counter charge, while the house guard join in with a flank charge. The duke meanwhile skirted the vermintide to charge one of the artillery. Between the healing brew and the wizard's heal spell, the city militia fully recover their damage.

In the combat the house guard and crossbows put 12 damage on the warriors, bringing them to 13, which wasn't enough.

Ratkin Turn 5: Spear Warriors attempt to punish the House Guard.

The brutes charge the halfling master sergeant on the hill, while the vermintide move to secure the objective behind them. The spear warriors charge the flank of the house guard, while the warriors once again charge the crossbows. The remaining artillery targeted the remaining howitzer and destroyed it. The weapon team and the warlocks targeted the city militia and, with the help of the fireheart amulet and bloodboil, managed 14 damage and a waver.

The brutes wavered the master sergeant, while the spear warriors dealt 8 to the house guard who, with a little help from the banner of the griffin, were steady.

The warriors, finally, killed the crossbow troop.

League of Rhordia Turn 6: House Guard drive off the warriors.

The house guard charged the flank of the warriors again. The musket block backed up for a turn 7 possible shot on the brutes. The wizard healed the house guard 3 points, leaving them at 5. The duke, who couldn't see anything at the start of his move, lined up a possible turn 7 charge on the vermintide.

The house guard tore into the warriors, scattering them. They turned to face the inevitable.

Ratkin Turn 6: Swarming the House Guard.

The shock troops and spear warriors multi-charged the house guard. The brutes once again charged the master sergeant. In shooting, bloodboil finished off the city militia, while the other warlock put 3 lightning damage onto the musket block, but they remained firm.

In the combats, the brutes squished the master sergeant and the house guard were overwhelmed.

There was no turn 7.

End of game positions.

At the end of the game, the ratkin held 3 objective points to the league's 0. The ratkin killed 1590 points, while the league killed 650.

Ratkin win!

Duke Heirgenstatdt's thoughts:

Well this was a brutal defeat. I was hoping to be able to get some good charges with my heavy cavalry on the flank while my infantry held the centre, but a combination of bad luck on my part, good luck on my opponents rolls and a solid Ratkin deployment destroyed best laid plans. Those artillery were particularly devastating, the amount of times they hit with both dice was truly insane.

It's hard to think what else I could have done (aside from appease the dice gods better), If anyone has any advice on beating this Rat list, feel free to comment.

Thanks for reading.

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