Tuesday, February 6, 2018

Battle report - skaven vs chaos dwarfs

'Bossboss! Manymany short short baddwarfs coming through valley!'

Snikrit Mansbane looked up from the goblin head he was gnawing on and fixed a red eye on his lieutenant. 'How manymany?'

'Manymany!', came the reply.

'Hmm. Manymany baddwarfs, muchmuch loot. Make ready. Time to fightfight.'
Let battle commence!



As well as my wood elves, I’ve recently finished a decent-sized skaven army. If I go a bit over the top with character models and magic items I can just nudge 2,000 points. It was time to give it an outing, and Neville suggested a battle against his chaos dwarfs.

Now, Neville’s chaos dwarf army is something special. It’s made up exclusively of Citadel models from the 80s, and includes both a Whirlwind and a Tenderiser – two models that greatly impressed me back in the day.
A thing of beauty!
 My army comprised literally every painted skaven model I own! The main unit totals 34 clanrats including the general and army standard bearer, with a smaller unit of clanrats, a unit of stormvermin and the compulsory unit of slaves providing the rest of bulk. Four rat ogres and their handlers give me some hitting power, and a selection of specialist troops, giant rats and war machines round out the force.
Manymany skaven
 As far as tactics go, skaven can’t afford to hang around! Low Ld and Cl and no missile fire to speak of means you’ve got to get into combat quickly and use weight of numbers to break enemy units. The warpfire throwers and jezzails can soften up enemy units and plague censer bearers provide a random but potentially deadly boost.

Facing dwarfs meant that I had the advantage of waiting until Neville had deployed his whole army bar the Tenderiser and Whirlwind. I lined by three main units up with his main ones, and deployed the giant rats to go after the artillery, with each one accompanied by a poisoned wind globadier. The fire throwers would sit in the gaps between the units and try to get shots in as the units advanced. The jezzails were paired up on the hill on the right flank. The rat ogres were to provide support on the right flank, and the gutter runners were sent up the left with the slaves stuck there out of the way.
Bipedal man-sized rats as far as the eye can see
 I won the dice roll to start, and moved everyone forward. Instantly I realised my mistake of starting the ogres in the forest! Half move and no reserve move meant that they would spend most of the battle trying to get out of the damn woods! The jezzails shot at the Tenderiser and missed, and my wizard tried a wind blast spell on it but was out of range.
Ready, aim...
 In Neville’s turn my smaller unit of clanrats took a few casualties from the crossbow dwarfs, but the real damage was done by the artillery. The mortars scored direct hits on the jezzails, with only one gunner surviving the blasts. The main unit of clan rats lost 10 of its number – including the champion – to bazuka fire. This was always on the cards, though, so I wasn’t too worried.
Flamethrower's eye view
 Turn 2 saw the skaven advance continue. On the left flank a censer bearer was released from the smaller clanrat unit. The noxious fumes damaged the Whirlwind (don’t ask me how!), causing it to become unstable at high speeds. The warpfire throwers incinerated a couple of dwarfs and the swivel gun crew, which was handy as those things can be lethal against large units. Over on the right, a rat pack charged the Tenderiser, damaging its steering gear so that it could only turn right. The rats drew the resulting combat –result! The dwarf berserker unit was held in place by a well-directed wind blast spell.
Mouse meets lawnmower
 The bazukas again took their toll on the big clanrat unit, wiping out another 8! The Tenderiser pulped the rats, but the mortars took aim at the rats advancing towards them and missed. At this point I was feeling pretty happy about the giant rats! 22.5 points per unit and they’d damaged a war machine and drawn fire from some dangerous artillery.
Build a better mousetrap...
 Combat was well and truly joined in round 3. The stormvermin charged the bersekers, and the smaller clanrat unit charged the crossbows. My elite unit won the combat, as did the clanrats (the dwarfs stood and fired as the skaven charged in, and missed completely!). In the heat of battle I forgot to move the rat ogres, who continued to languish uselessly at the back.
Whirling gaseous death mice
 Neville charged the Tenderiser at a lone globadier, who bravely turned and ran! The war machine instead ran into the surviving jezzail gunner, who I had been manoeuvring to try to get between the Tenderiser and my main force. A second unit of chaos dwarves joined the battle against the storm vermin. Not only did the stormvermin win the round, they routed the dwarfs who had just charged in. Great success!
Greater love has no rat than this: to lay down his life for his friends
Bring back the biff!
 At this point, I thought we’d be done in a couple of turns –units would soon rout and either get cut down in free hacks or disappear off the table edge and we’d had a clear winner.

Suffice to say – that didn’t happen! Instead, it turned into a meat-grinding war of attrition. The slaves charged the whirlwind and held them up for about three turns, passing a couple of rout tests along the way. In fact, passing rout tests was the theme of the evening. The crossbows lost every round of combat, but didn’t give up until they were pushed back off the table edge! As soon as the rat ogres emerged from the woods, they were pummelled by the mortars then charged by the Tenderiser, wiping them out.
Best 40 points I ever spent
 The general’s unit was pushed back by dwarfs with a dread banner (causes fear), automatically routing. They rallied just in time to be charged by both the war machines! I managed to take out the smaller artillery, and the berserkers were reduced to about 3 models, but at half past midnight I threw in the towel!
Run away, run awaaaaay
 It was a fun game, and I learnt a lot. I was happy with my tactic of using the giant rats as warmachine hunters and I don’t think I did much wrong in the centre of the table. I will never again start a unit on difficult ground, as my rat ogres were wasted. I also managed to run a unit of giant rats into a dead end, and my gutter runners were badly positioned at the start and took a while to come into the game. I’ll have to paint up another wizard, as I think more magic would have been handy.
Tight squeeze
It's over, guys
Skaven against dwarfs will often be a slogfest, I think. Their high Ld means they’ll rarely rout, while skaven force of numbers and higher initiative will mean they’ll often win a round of combat, avoiding the rout test they’d be likely to fail.

So I’m off to refine my army a bit and look forward to the next battle!