Welcome to BattleReps

Welcome to the battlerep blog, as the name suggest this blog was created to share battle reports of games of warhammer fantasy and of warhammer 40k.

I'll try to post as many Battle reps as possible, of games that I play or games that I see.
If you are into wargaming and want to contribute to this blog just send me an e-mail with your battle reports to: battlereps@gmail.com

The report must contain the following:

- Name of the opposing armies
- Number of points of each army
- Number of turns
- Movements each turn
- Final result (outcome)

The report may contain:

- Fluff behind the battle (why the battle took place / small background history of the armies / etc...)
- Army lists
- Pictures of the armies / turns
- Diagram showing troop movement

You should also include your nickname so I can post who sent the report.

Monday, March 17, 2008

Dwarfs vs. Vampire Counts - 1000 points battle

Once again, and like many times before the Dwarfs leave their stronghold in the search for precious metals so their artisans may work with.
Rumors of a powerful item of old have been passed down from generation to generation, but now things were different. There was hard evidence that the item exists. on their march the Dwarf army came across what was once a detachment of mercenaries, dogs of war as they were called in the old world. One of the survivors spoke of daemons that can suck the life out of a man, warriors of past ages and vicious hounds off hell guarding the treasure.
Such stories could easily chill the heart of any men, but not the heart of a Dwarf and certainly not the heart of a Thane.
With their heads set on recovering this ancient powerful item the Dwarfs marched on to location pointed on the map by the mercenary...


Dwarfs Army

1 Dragon Slayer @ 80 Pts
Runic Weapon [30]
Rune of Fury
Rune of Speed

9 Thunderers @ 165 Pts
Dwarf Handgun; Light Armour; Standard; Musician
1 Veteran @ [10] Pts

13 Warriors @ 151 Pts
Heavy Armour; Shield; Standard; Musician
1 Veteran @ [10] Pts
1 Thane @ 107 Pts
Gromril Armour; Shield
Runic Armour [15]
Rune of Preservation
Runic Weapon [25]
Master Rune of Swiftness

9 Longbeards @ 155 Pts
Great Weapon; Heavy Armour; Standard; Musician
1 Greatbeard @ [10] Pts

1 Bolt Thrower @ 45 Pts
3 Crew @ [0] Pts
Light Armour
1 Master Engineer @ 80 Pts
General; Dwarf Handgun; Gromril Armour; Great Weapon

1 Cannon @ 100 Pts
Engineering Runes [10]
Rune of Reloading
3 Crew @ [0] Pts
Light Armour

7 Miners @ 113 Pts
Great Weapon; Heavy Armour; Standard; Musician
1 Prospector @ [10] Pts

Dispel Pool: 4
Casting Pool: 2
Models in Army: 53


Total Army Cost: 1000


Vampire Counts Army

1 Vampire @ 190 Pts
General; Magic Level 1; Necromancy
The Master: Lord of the Dead [15]
The Master: Summon Creatures of the Night [15]
The Master: Summon Ghouls [15]
Walach's Bloody Hauberk [45]

1 Vampire @ 190 Pts
Magic Level 1; Necromancy
Enchanted Shield [15]
Tallisman of Lycni [10]
The Arkayne: Master of the Black Arts [50]
Sword of Striking [15]

5 Dire Wolves @ 40 Pts

5 Dire Wolves @ 40 Pts

14 Skeleton Warriors @ 180 Pts
Spear; Light Armour; Shield; Standard; Musician
Banner of the Dead Legion [25]
1 Skeleton Captain @ [8] Pts

10 Crypt Ghouls @ 80 Pts

1 Corpse Cart @ 100 Pts
Miasma of Deathly Vigor [0]
Unholy Loadstone [0]

1 Varghulf @ 175 Pts
Bestial Fury [0]

Casting Pool: 6
Dispel Pool: 4
Models in Army: 37


Total Army Cost: 995


Turn 1 - Dwarfs

The Old Dwarf Master Engineer was wise and knew better than to commit his forces. His warriors were ordered to stand their ground but his war machines, on the other hand were ordered to open fire on the enemy.
The cannon roared to life firing at the skeleton regiment taking three of them back to their graves.
On the other side of the hill the bolt thrower fired on the Ghouls killing one of them.


Turn 1 - Vampire Counts

Neglecting their magic phase the ancient Vampire rushed his troops forth to the Dwarf lines.
All regiments marched as far as they could but none of them came in contact with the Dwarf lines.


Turn 2 - Dwarfs

Seeing the advance of the undead horde the warriors led by the Thane repositioned themselves and readied for the eventual charge.
The Longbeards, seeing a possible threat on the advancing Varghulf, moved forth to intercept him.
Finally the Dragon Slayer also moved forth to intercept the Dire Wolves. The War machines had to be protected at any cost.
Once again the Master Engineer ordered the war machines to open fire. the cannon crew saw the Undead General hiding behind the Skeleton regiment, they knew a chance like this wouldn't come again any time soon...they ignited the fuse and...a direct hit! That shot sealed the fate of the Vampire as it took all of his wounds.
The bolt thrower crew fired at the corpse cart taking one of its wounds.
Finally the Thunderers opened fire on the advancing Dire Wolves killing one of them.


Turn 2 - Vampire Counts

Without a general the Undead army begun to crumble. The skeleton regiment took heavy losses, as the ghouls were able to avoid the same fate of the skeletons, but the dire wolves weren't so lucky and one of the regiments took two wounds while the other was wiped out.
Now reduced to two the dire wolves easily avoided the Dragon Slayer and charged the cannon crew, unfortunately for them luck wasn't on their side as they were unable to kill anyone but the cannon crew proved their worth slaying both beasts.
The ghouls moved towards the dwarf warriors. Behind the Undead lines the remaining vampire kept on trying to raise ghouls, most of his attempts were dispelled by the Dwarfs but this time he got lucky and a new regiment of ghouls was raised, right in front of the Dwarf warriors.
The Varghulf kept on advancing trying to outflank the Dwarf force to pick off the war machines and the thunderers.


Turn 3 - Dwarfs

Unable to charge anyone the warriors stood their ground and the longbeards maneuvered to block the advancing Vargulf.
The Dragon Slayer also moved towards the Varghulf.
The miners arrived just in time to "box" the Varghulf. Now the Varghulf was surrounded and unable to reach the war machines
Again the artillery roared to life. This time the Cannon overshot his target and the bolt thrower hit his target but he failed to wound.
All eyes were on the thunderers, so far they were only able to score one kill, but that was about to change as they opened fire on the skeleton regiment slaughtering the remains of the regiment.


Turn 3 - Vampire Counts

Things were looking bad for the Undead horde, the skeletons were no more, the varghulf was surrounded the only way to silence the Dwarf guns was blocked by the Dwarf warriors let by the Thane.
To get things worse the recently raised Ghoul regiment crumbled and the other Ghoul regiment took some casualties.
With this in mind the Vampires had only one option...CHARGE!!!
The Varghulf charged the Dragon Slayer hitting him with five strength five attacks not even this brave slayer was able to endure the vicious charge.
The Ghouls and the vampire charged the warrior regiment, this fight was to be settled between the Thane and the Vampire. They both exchanged blows but both refused to give quarter, this round ended in a in a tie with both, vampire and thane, scoring a wound on the adversary.


Turn 4 - Dwarfs

With the Dragon Slayer gone a path was now open to the dwarf artillery, in an insane act of courage the Longbeards threw themselves at the Terrifying Varghulf, inspired by their kin the miners followed the Longbeards and moved closer to the Varghulf hoping to charge the beast on the next turn.
This time the artillery had only one target, the Corpse Cart. All guns opened fire to the foul creation sending it to its doom.
With only one wound left the the Thane and the Vampire kept on fighting, each determined to kill the other. eventually the Dwarf Thane came out victorious as he dug his mighty runic axe through the Vampire's chest.
On the other side of the table the Longbeards struggled with the Varghulf, waving their massive great axes at the beast. They managed to score two wounds, one of which was regenerated, in return the Varghulf dragged one of the Longberds to their doom tearing them apart with his claws and fangs.


Turn 4 - Vampire Counts

With another vampire gone the few remaining Ghouls had to test against their leadership, which they failed in an incredible way sending the remains of the regiment back to where they came.
Now the Undead horde was reduced to one nasty Varghulf which kept on fighting against the Longbeards causing another casualty on the Stubborn Dwarfs and taking two in return, both of which regenerated immediately.


Turn 5 - Dwarfs

With little more left to do but to kill the Varghulf the warrior regiment turned to face the beast and moved towards it. The Longbeards remained engaged in combat and the miner rushed to join them in glory.
With the combined efforts of the Longbeards and the miners the mighty Varghulf was finally brought down.


The fallen Dwarfs shall be forever remembered for their bravery and the tales of how the lost treasure was recovered by the brave Dwarf army from the talons of the Undead horde.
As for the Undead horde, they rest in their graves, the place they should have never left, but for how long will these warriors of old be left in the peace of their tombs?....

Wednesday, March 12, 2008

Orcs and Gobbo's vs Vampire Counts


Report submitted by Mulrak

Opposision: Vampire Counts


1 Necro
Unit of skeles
2 units of 5 Hounds
1 Grave Guard Unit
1 unit of 10 ghouls and one unit of 20 Zombies

Myself: Orcs & Goblins

20 Orc Boyz with full command with the Black Orc BB in the unit
20 NG handweapons with netters
20 NG w/ spears
20 NG w/ shortbows
1 Troll
1 Orc chariot w/ 2 orc w/spears
10 FG spider riders w/ full command

VC turn 1
Movement with magic phase: All spells failed for the VC
OG turn 1
Movement with magic phase: Could only cast hand of Gork, was dispelled

VC turn 2
Movement with magic phase: Raised 10 zombies, curse failed and another RoD failed.
OG turn 2
Declared Waagh!! Orc Boyz with Black Orc BB charged to the Zombies and annihalated them. Then used the push through rule to the unit of skeles and Grave guard. Orc Chariot charged ghouls and destroyed the ghoul unit and pushed through to the remaining zombie unit. Had the VC General sweating now.

This is when the Dice Gods declared thier hatred to me. after the VCs next round of attacks which he killed none of my Orcs and wounded only 1 on my chariot, I whiffed on all my Orc attacks and Chariot attacks. the VC General did raise 10 zombies and placed them behind my Orc unit and had my pinned. After the fear check I failed to roll snake eyes and my Orcs fled, they then crashed into the rear zombie unit and then scattered, I lost all my orcs and my Black Orc to one thing lol dry.gif .

After that the VC general became better and the magic phase then began to outnumber the remaining units that I had. My chariot fled the battlefield along with my Spider Riders.

What turned out to be an Awesome Start! Became an slaughter for my army. All in all I had a great time and learned quite abit and just had plain fun, even though my army had so much more potential.

Sunday, March 09, 2008

Empire vs. Vampire Counts 500 point Battle




Report submitted by devilfluff

Empire List:
Captain w/ full plate, shield and Sword of Might on a barded warhorse
20 Spearmen w/ full command
5 Handgunners
5 Handgunners
5 Knights w/ lance & shield
Mortar
Total 499pts.

Vampire Counts List:
Mannfred the Acolyte
20 Skeletons w/ full command
10 Ghouls w/ ghast
6 Dire Wolves

I got choice of sides, he got first move.

I chose the side w/ a 2 tiered corner hill on my left flank. There was a boulder field(difficult terrain) approx 24" from the hill, ranging from the left edge across to almost the center of the board. He had a 2 tiered hill on his left flank.

I placed the mortar on the top off the hill, and the gunners side by side on the lower tier. The spearmen were just in front of the hill, and the knights w/ my general made my right flank at just slightly past the center of the board.

He deployed his dire wolves in a 2 wide column on his far left flank between the hill & the board edge. He deployed the skeletons in approximately the center, the ghouls to the right, and between the two he placed Mannfred to force march his troops.

Vampire Counts - Turn 1

All advanced full speed. 8" march for ghouls & skeletons, 6" move between for Mannfred, and 9" move for the wolves. In his magic phase, he failed to cast Wind of Death, and I failed to dispel his invocation of Nehek. The spell added 4 units to his skeletons.

Empire - Turn 1

I moved the knights out toward my right flank to head off the wolves. I adjusted the spearmen slightly so they would be centered between the onrushing skeletons and ghouls. I declared my mortar shot against the skeletons, nailed my range guess, rolled the artillery dice... Hit!!! And... Misfire!!! NOOO!!!! Roll for misfire, the dice gods chuckled as I rolled a 1 and watched my Mortar go up in a puff of smoke. Ahhhh!!! The handgunners declared shots against the ghouls and sniped off 3.

Vampire Counts - Turn 2

Again- All ahead full. No charges, though. In his magic phase, he gets off Wind of Death, and causes a casualty in each of my gunner detachments. He places the 2 wound spirit host in front of my spearmen (approx 3" away).

Empire - Turn 2

Knights passed their fear test and charged the dire wolves. Handgunners pick of 1 more ghoul in the shooting phase. The knights cause 4 casualties and a destroy the remainder of the wolves through combat res wounds. They don't overrun, as it would have taken them further from the action and likely off the side of the board.

Vampire Counts - Turn 3

Spirit Host charges spearmen. The skeletons advance. The ghouls try to charge in, but are not quite in charge range.(he failed a roll off) His magic is ineffectual. The spirit host causes no wounds and is destroyed by static combat resolution wounds.

Empire - Turn 3

The spearmen pass their fear test and charge the skeletons. The knights turn 180 degrees, and wheel into position for a flank charge next turn. The gunners shot down 2 more ghouls. The skeletons win the combat by 1, but the spearmen pass their break test and hold.

Vampire Counts - Turn 4

The ghouls flank charge the spearmen, and Mannfred charges their front. Magic is again ineffectual. The combined ghouls, skeleton & vampire devastate the spearmen, winning combat by 14!!! The spearmen, despite being at half strength, are gripped by insane courage as they hold the line.

Empire Turn 4

The knights again pass their fear test and charge into the skeletons flank. During the combat, the spearmen wound Mannfred, inflict 1 wound to the skeletons & inflict 2 wounds to the ghouls. The knights inflict several wounds on the skeletons. The Vamps take down another 6 spearmen though. Combat resolution is a 1 pt Empire victory. 1 wound to each VC unit in the melee means Mannfred falls to the spears of the Empire!!

Turn 5 was just rolling mop up duty...

Saturday, March 01, 2008

Dwarfs vs. Bretonnia 500 point Battle

A small settlement of the Empire is being attacked by raiders, a small Dwarf force is camping on the outskirts of the settlement, resting from their battles against the Night Goblins. Bound by their oaths and and alerted by the smoke column raising from the settlement the Dwarf Force marches towards the settlement to aid the Empire forces.
On the other side of the settlement a Bretonnian force approaches. The peasants which had fled from the settlement two days ago came across the proud Knights and begged them for help. The Knights, bound by honor strapped on their their armor and mounted their horses making haste towards the besieged settlement.
When the Dwarfs get to the settlement, or what's left of it, there's no sign of the defenders, only their corpses remain on the floor, without any opposition the attacker set fire to the buildings and are now plundering what little wealth the settlement had. The Dwarfs set their warmachine on top of a hill and begin to attack the chaos raiders which are cought unaware and unprepared.
The Bretonnian Knights, which have been riding for two days finally arrive to the settlement, and when they get there all they see is the corpses of both Humans and Dwarfs. Jumping to conclusions and without asking any questions the knights see the Dwarfs as the enemy and charge them...




Bretonnia Army list

4 Knights of the Realm @ 120 Pts
Lance; Heavy Armour; Shield; Barding; Knightly Vow
1 Gallant @ [24] Pts
5 Warhorse @ [0] Pts
1 Damsel of the Lady @ 84 Pts
General; Magic Level 1; Lore of Beasts; Barding
1 Warhorse @ [0] Pts
4 Grail Knights @ 152 Pts
Lance; Heavy Armour; Shield; Barding; Grail Vow
4 Warhorse @ [0] Pts
1 Paladin Battle Standard Bearer @ 74 Pts
Heavy Armour; Battle Standard Bearer; Knightly Vow
1 Warhorse @ [0] Pts
10 Peasant Bowmen @ 70 Pts
Longbow; Light Armour

Casting Pool: 3
Dispel Pool: 3
Models in Army: 21
Total Army Cost: 500



Dwarfs Army list

9 Thunderers @ 165 Pts
Dwarf Handgun; Light Armour; Standard; Musician
1 Veteran @ [10] Pts
10 Warriors @ 110 Pts
Great Weapon; Heavy Armour; Standard
10 Warriors @ 100 Pts
Heavy Armour; Shield; Standard
1 Bolt Thrower @ 55 Pts
Engineering Runes [10]
Rune of Reloading
3 Crew @ [0] Pts
Light Armour
1 Thane @ 67 Pts
General; Gromril Armour; Shield

Dispel Pool: 4
Casting Pool: 2
Models in Army: 35
Total Army Cost: 497








Turn 1 - Brettonia

Grail Knights + Damsel march forwards up their left flank.
Knights Errant + Paladin also march up the left flank following the brave Grail Knights
The Bowmen, unable to find any targets move forward 4 inches.

Turn 1 - Dwarfs

The Thunderers move to occupy the ruined building in front of them to get a better view of the battlefield.
The warriors turn slightly to face the marching knights, led by their thane the brave warriors ready their axes and their shields for the inevitable cavalry charge.
The second warrior regiment stand their ground to protect the bolt thrower if needed be.
Finally the crew of the bolt thrower opens fire on the Grail Knights killing one knight.



Turn 2 - Bretonnia

As expected the Grail Knights lead by their Lady charge the Dwarf warriors, inspired by the presence of their Lady the Knights Kill 4 warriors.
The brave Thane enraged with the deaths of his kin unleashes his fury on the Grail Knights hacking and slashing his way through the Bretonnian rank he slays 2 Grail Knights with his axe.
Despite the bravery of the Thane the combat was won by the Bretonnians, the Dwarfs test for leadership, and with their minds set on avenging the fallen they pass the test and stand their ground to keep on fighting.
Strangely the Knight Errant do not follow their fellow knights staying where they are.
The Bowmen, now closer to the Dwarf lines shoot their longbows unleashing volley after volley on the second Dwarf regiment, unfortunately for them arrows are no match for the fine craftsmanship of the Dwarf Blacksmiths. Protected by their heavy armor no warrior falls to the Bowman.

Turn 2 - Dwarfs

The second warrior regiment wanting to prove their worth in battle charge the Grail Knights Flank.
The Bolt Thrower Crew has ready the ancient war machine to fire and the Knight Errant are the perfect target.
From the top of the building the Thunderers also want a piece of the action and aim their weapons at the Knights Errant, which were foolish enough to stand right in their line of fire.
The second Dwarf regiment swing their heavy Great Axes at the Grail Knights killing 2 knights leaving the lady unprotected.
The first Dwarf regiment see their chance and attack the unprotected lady, taking 1 wound from the lady. The lady tests for leadership and believing on the remaining knights she passes the test holding her ground hoping that the remaining Knights come to her aid.
All hell breaks loose as the Thunders unleash an orderly volley at the knights Errant with every shot fired the chances of the paladin and the Knights Errant coming to the lady's rescue grow thinner. With 6 shots hitting the 5 Knight regiment things look grim for the Bretonians.
The remains of the Bretonnian proud army fix their eyes on the Knights Errant as they struggle for their lives, to great dismay of the Peasants and the Lady the Knights Errant and the Paladin fail all Saves and the proud Knights and their noble steeds fall to the Dwarf guns. Once again the Dwarfs prove the superiority of their weapons and the skills of their Engineers.



Turn 3 - Bretonnia

Without any knights on the battlefield hope begins to fade from the hearts of the Peasants, but, perhaps inspired by the bravery of the lady which is still in combat or trying to fulfill their master's oaths to the lady, the Peasants rearrange into a single 10 man rank and aim their bows at the Thunderers which stand on the building.
The Lady fights with the Dwarfs but is unable to wound the armored warriors. The Dwarfs fight back but they too are unable to wound the Lady.
Outnumbered and fighting on two fronts the lady has to test for leadership which she passes.

Turn 3 - Dwarfs

With all warriors still engaged in combat with the Lady there's no possible movement so all I have left to do this turn is to shoot at the Peasants with the Thunderers and to keep on fighting against the Lady.
Once again the close combat phase goes by without any wounds. Once again the Lady must test for leadership, and this time she fails the test fleeing from combat 10 inches, the Thane leads his regiment in pursuit of the lady, but they can't run as much as a warhorse.
Once again the the Thunderer's guns roar shooting lead to the Bowmen, 7 shot hit the Peasants, but only 5 wound. This means that half of the regiment has fallen casualty to Dwarf fire.
Only at half strength, with no Knights to lead them and with the Lady fleeing the Peasants panic having to test, unable to use the leadership of a knight they must test to they low leadership of 5. They fail the test and run back 11 inches.



Turn 4 - Bretonnia

The remains of what was once a proud army is now fleeing. The Lady tests for leadership and passes the test. She decides to turn and charge the pursuing Dwarfs.
On the other side of the table the fleeing Peasants also test for leadership but they can't find the will to keep on fighting and flee out of the table back to the safety of their fields.
The bravery (or foolishness) of the lady doesn't pay off as she fails to score any wounds. In fact this act was her doom as the Thane and his warriors fought back, taking her last wound. The Lady fell to the axe of the Thane.



What was meant to be a rescue mission has turned out to be the massacre of the rescue party.
The chivalry code of the Bretonnians has proven to be no match against the technological knowledge of the Dwarfs.