Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Tuesday, October 11, 2016

Battle Report - Battle for Xilos - "Ruins of the Ancients"

"Sir we have three points emitting The Frequency"
"Deploy a scouting force to retrieve the relics"
"Sir that's not all. The area around the points shows heavy damage to space time. Shard estimates seven eight point risk of heavy Ghar presence. Furthermore there's a nine eight point probability that heavy losses are sustained, but the Shard suggest deployment anyways. It's a suicide mission sir."

Commander Josen lowered his Visor to check the facts his aide had just given him and they were correct. In any other situation this specific spot would just have been avoided. There was no need to sacrifice resources, but three source points were a treasure throve and he had no choice, but to play the odds here.

"Send Commander Bar"
"Sir?"
"You heard me. Send Fu with a battle force. Oh and deploy a strategic support unit. Let's say an X-Howizer. We might as well give him a chance."
"Yes Sir."


The Scenario

The scenario we played was the 3rd scenario from The Battle for Xilos -campaign book for Beyond the Gates of Antares. A battle force led, by the infamous Commander Bar was deployed to pick up 3 builder relics from a site of old ruins. A  similar sized force of Ghar arrived at the scene and battle ensued.

In this scenario C3 got victory points from picking up relics and getting them off the board (1 for having the relic at the end of the battle and 2 if they got it off board). The Ghar on the other hand got 1 VP for each C3 unit destroyed and 1 VP for each relic which would not be in C3 hands by the end of the scenario.

So... C3 Try to get relics. Ghar try to blow up C3 -simple. Also the Ghar get to the board only on turn 2, which means C3 have the first turn before hell breaks loose.

NOTE:
I'm sorry for the quality of the images. There's just nothing that I can do about this before I get a better camera somewhere. iPhone --> and this is what you get
NOTE2:
Since this is a quite new game I know it would be prudent to include commentary on the rules. As I'm  extremely lazy I'll post this - link to youtube videos about the rules - and this - link to official game page - which supposedly have all the answers for a seeker of knowledge
NOTE3:
Check out the pics of my opponent's Ghar. I think they must be close to most beautiful ones I've seen so far.

The Forces

C3


  • C3 command squad with 5 man total and a scout drone led by the infamous Commander Bar
  • 3x C3 strike squads with 5 man each, a scout drone and plasma lance support weapon
  • C3 X-Launcher team with all the available special ammo and a scout drone
  • 3x C3D1 light support drones with light plasma supports. Two of the weapon drones had a batter drone
  • X-Howitzer with a spotter drone and net ammo upgrade
  • Targeted probe shard with 4 probes
  • Superior shard and two extra shot army upgrades

Ghar

  • Command Crawler
  • 2 Ghar battle squads
  • 1 Ghar assault squad
  • Unit of 10 (I think) outcasts with disruptor cannon
  • Flitter unit
  • Tectoris scouts

Turn one

Commander Bar deploys all of his forces roughly at the middle of his side with him at the middle and strike squads flanking supported by the batter drone wielding D1 combat drones. The artillery, meaning the X-Launcher and X-Howitzer are deployed right at the middle back at the deployment zone.

Being that the Ghar do not get to the board before turn 2, basically what happens is that everyone sprints towards the two closest relics with some units getting some pins and some not. The X-Howitzer sets up an ambush and one of the weapon drones is temporarily malfunctioning because of the distortions in space time (distort die).


Two groups of strike squads run in the cover of batter shields. Their aim is to secure the two relics, each of which are located next to an ancient tower with a distinctly feudal look and impressive skull architecture.

In the Background the artillery is heating their barrels and calculating trajectories

Turn Two

The Ghar begin to arrive at the board. and Concord continue towards their objectives. The relic in the middle of the board is secured by Commander Bar himself, but the advance at concord flank is slowed down.

The Ghar deploy two battle squads to the left (concord left) flank. The command Crawler and outcasts arrive from the middle and the Ghar assault squad begin a devious (right) flanking manoeuvre.

Vicious firefights erupt around the board. Command Crawler is mostly kept at bay by the artillery, but manages to still shoot and force one unit down and cause some casualties. The concord left flank advance is ground to a halt by the shooting from the Battle squads.
Ghar battle squads exchanging fire with C3 troops

The Command crawler draws quite a lot of fire and has to use some of its time rallying to stop pins accumulating too much

By the end of turn two the C3 forces are pretty much where they were at the end of turn one

The brave men of C3 advance towards the left relic objective under heavy fire (which forced them down and killed one guy)

Turn Three

Nothing much happened on turn three at the left flank except that the Ghar suits began accumulating pins a bit faster than the C3 (mostly because the artillery support turned their barrels there).

In the middle Commander Bar and his mates ran towards the back lines carrying the relic. They got fired upon a lot, accumulated pins, men died and finally they were forced down, but got up at the end of the turn with a lucky roll. The supporting strike squad in the middle was left fighting in the middle ruins.

One way of looking at this would be to say that Commander Bar demonstrated an age old military strategy of running and leaving your men to die. It is fortunate that the people of Concord are happy to die for the great cause and hold no grudges.

The command crawler slowly crawled forward shooting and making a lot of noise, I would think. The Ghar assault squad ran forwards towards the C3 flank.
"Run you fools", shouts Fu and whips his men with a belt of grenades apparently

Flanking Ghar assault squad

Turn Four

On the left flank the Ghar battle Squads finally gave away. One of the squad got hit with a salvo of rapid fire plasma carbines at close range and two of the three beasts fell (I think he got hit six times and rolled two tens). The other squad got hit with so many shots from so many directions that it went down with a lot of pins. One of the C3 Squads got the other relic.

In the middle the C3D1 drone with the batter shield was destroyed by the command crawler. The strike squad in the ruins was almost destroyed. Bar and mates got the relic off the board.

Again the worst shooting from the command crawler was stopped by the C3 artillery net shots.
My opponent carefully measuring and moving his models. What an inspiring sight!

Finally the other relic is secured. Its represented by some kind of cockroach looking miniature sold by the Warlord Games.

Turn Five

As more and more troops got shot, the pace of the battle quickened. The Ghar battle squad at the left flank was destroyed by a shot from the X-howitzer. I'm assuming some kind of gravitational pinpoint crushed the suits from within, The pitiful monkeys screamed terrible screams as they were mangled to bits by their own gear. I kept my thoughts to my self and tried to concentrate on the game.

As my opponent's outcasts and the command crawler shot like demons at the poor strike troopers in the middle ruin annihilating that squad, I imagine similar thoughts of vivid carnage and feeling of invulnerable might went through his mind also. However being a civilised person he kept his cool as well as I did.

For an outsider this epic moment would have probably looked just like two calm and composed gentlemen rolling dice and playing with plastic toys...

Yeah so this turn the... Lost my thought for a bit there.

Anyway this turn the left (concord) flank of the Ghar finally fell. The strike squad holding the second relic ran towards the edge and the strike squad in the middle ruin was destroyed. Nothing much else happened basically.


Another cockroach relic being carried towards table edge by the C3

Turn Six

Turn six in the middle the Command Crawler was destroyed by combined shooting of both of the C3 artillery units and a couple of D1 weapon drones. Not a single hit in the whole game managed to penetrate its armour, but 9 pins destroyed it.

The second Concord squad ran towards the edge of the table. They did not quite get there, which meant that wether or not there would be turn seven, would determine the winner of the game (the Ghar had killed 2 units and one relic was unclaimed putting the Ghar at 3 VPs. The C3 had taken one relic off the board and procured another one putting them as well at 3 VPs.

We rolled a d6 and it was.......... a five.

With three Targeted probes you can't really miss with OH fire

Turn Seven

We didn't actually play turn seven, because the only thing worth mentioning was that the C3 took the other relic off the board.

Thoughts on the game

Ok the Concord won this time, but only barely (it was down to a roll of 4+ at d6 to see if the game ended or continued at 7th turn).

The fact that the ghar came onboard only on turn two maybe gave my side a little bit of advantage on this scenario and we thought that one might try the same game with the Ghar arriving at turn one to see how that would go. I'd imagine in that case the Ghar will get to the relics first as they are faster (with their plasma amps) than Concord.

The Command Crawler is a nasty piece of machinery, being nigh invulnerable with its rerollable res of 13. However its effectiveness was severely hampered by the pin spouting X-whatevers.

I would say based on experiences from this and previous games, that concord has a (more than) slight advantage because of the X-howizer and X-launcher, but without them it would be the other way around. What I'm trying to say is that these equipment are a very effective (and only) way to keep the Ghar at bay. 

The Ghar could possibly counter them with the bombarder guys they have in their list. In any case I think that the different launcher variants could easily become unfun and would discourage spamming them for this reason.

Anyway, it was a fun and tight game and I hope to get to play again soon.

Wednesday, October 5, 2016

"Jos Metsään Haluat sä Mennä nyt" - Battle Report

Sergeant Pepper stepped over a puddle of mud. It was hard to see anything at this early hour as the sun was just beginning to peek over the hills to the east of here. Besides Darkwald forest was not named Dark-Wald for nothing. Huge trees loomed above him all around and would have cast terrible shadows would there been any light to cast shadows from.

Being a sergeant was a shitty job. Being no longer one of the guys, and not yet one of the higher ups a sergeant was expected to lead by example. Also when the crap hit the cartwheel the middle management always got the blame.

"Naturally", Sgt Pepper thought: "I was selected to carry the bag of ransom gold for the kidnappers. Any of the men would have ran with the money and Sheriff Gunther, my superior, would not choose himself for a dangerous duty like this."

A yellow orange light was beginning to glimmer through the branches of the trees and Pepper felt his mouth water as a sweet smell of tenderly grilled meat drifted around him. The bastard were having a barbecue party. "Oh well, after we ambush and bag the bastards maybe, the Sheriff will let us have it ourselves", thought he.

If Pepper would have only known what was on the menu...

The forces

The good guys

Sheriff Gunther - lvl 10 hero (Halberd, Heavy Armour)
Sgt Pepper - Lvl 5 hero (Halberd, Light Armour)

10 Forresters in two units of 5 (Longbow, Light Armour)
18 Hellblizen in two units of 10 and 8 (Halberds, Light Armour)

The bad guys:

Bruce Dick - lvl 5 Beastman shaman (Enthuse, Dispirit, Aura of resistance)
Willy Nilly - Lvl 5 Beastman hero (Halberd, Light Armour)

12 Beastmen in 3 units of 4 models (Halberd, Light Armour

Deployment

As per the scenario rules (where you can also read the briefings with the back story for this scenario) only Sergeant Pepper was allowed to deploy as advance force and he made a scout move directly at the cabin and supposed drop off point for the ransom. After the Scout move Vo Dka (a Level 5 Minotaur Hero with a 2h weapon and light armour) was deployed in the middle of the board. He was the one having a barbecue, a barbecue of kidnappers and kidnappees to be precise.
The kidnappers had told the good guys to bring the ransom money to an abandoned cabin in the woods. The cabin was surrounded by woods and a river and a small road ran next to it.

When Sergeant Pepper got closer he saw the kidnapped girl been roasted on a fire by a terrible minotaur Vo Dka. Vo Dka was eating what remained of the kidnappers, but the girl was still alive!

Turn one

The good guys lost the roll off so my beastmen got to go first. A unit of 4 beastmen lead by Willy Nilly arrived casually from the woods. "Hey you were supposed to guard them, not eat them you moron", Willy shouted at his big brother. Vo Dka, totally focussed on munching a tasty morsel, ignored him.
"You weren't supposed to eat them you moron!!!"
Approximately at the same time, the foresters arrived at the opposite side of the clearing. When they saw the situation in front of the cabin, they immediately opened fire on the minotaur...
"Shoot the beast! Save the GIRL!!!"
...who got really pissed at them...
"RAAAAAAARRRRRGHH!!!!!"
...and charged Willy Nilly and his poor brothers (because they were closest to him *duh*).
"Stop it you dumb bastAAAARGH..." -Last words of Willy Nilly
Thus ended the short but violent lives of Willy Nilly and four of his brother goats.

Turn two

At the same time Bruce Dick and four more sons arrived at the scene from the flank behind the cottage. They Marched towards the road with a goal to "save" the girl before she would be roasted or saved by the humans. Bruce cast aura of resistance, which would surely protect him from any harm.

Unfortunately for Bruce, the humans had decided to launch the ambush marching all of the Hellblitzen on the road from the same flank. When they saw Bruce and his diminutive band of chaotics, they turned to face them and then proceeded to throwing taunts and pieces of trash at the antagonists.
View from the good guys side. Forrester are deployed in the woods. Vo Dka is pursuing Willy Nilly and his guys of the board at the beastmen side and Bruce is facing the humans on the right flank behind the cottage. The girl is getting an instant tan on the open fire.
Closeup on the right flank
Vo Dka hacked and pursued the remaining beastmen of Willy of the board.

Turn Three

Pissed of by their taunts and confident in the protection of his mighty magics, Bruce shouts Chaaargbaaaa and charges the human force.

Sheriff Gunther challenges Bruce, hits twice, wounds twice and then bruce fails his saves (of 5+ from the aura) twice.
Bruce charges and dies. Beastmen are pushed back and the humans follow them off the road
Bruce's beastmen manage to cause a couple of wounds to the humans, but are pushed back because the enemy has a rank and a flag. 

The other human unit start to march forward for a flanking manoeuvre, which is kinda pointless, because at their turn the humans once again win the combat, choose to lap around the remaining beastmen unit, which panics and flees.

A pursuit ensues where the rest of the chaos spawn are hacked to ground. Meanwhile the foresters move next to the girl and begin to untie her and the minotaur turns around and walks back towards the cabin and his meal still really pissed at being interrupted while eating.
"Save her!"
Another unit of 4 beastmen arrive on the board from the flank with the river and move to threaten the foresters.

 Turn Four

The beastmen behind the river charge the foresters, who bravely flee to the woods
You cowards baa!
 Sergeant Gunther and his group move closer to the minotaur in the hopes that he charges them instead of the foresters trying to save the girl.

Cunning tactics from the good guys
The same cunning tactics
The genius stratagem worked like a charm. Vo Dka charged sergeant Gunther's unit, who promptly fled from the battlefield failing a fear check...
Wheeee!
...and as their fearless leader ran past them the rest of the hellblitzen wisely panicked as well, and ran off the board.
Ok lets go
Meanwhile the foresters manage to get the still alive girl off her bonds. 

Turn Five

The remaining beast men band charges a forrester unit off the board.
The foresters with the girl edge away from the crazed minotaur, who after driving the hellblitzen off the board moves closer to the middle of the board. 
Sergeant Pepper steps forwards between the foresters and Vo Dka.

Turn Six

The remaining beastmen charge the foresters who have the girl. They flee and failing the leadership roll fleeing turns to rout, which means that they actually routed off the board with their prize (winning the scenario for the good guys).

Vo Dka charges sergeant Pepper, who for some explicable reason chose to hold instead of fleeing.
"Your reign of evil ends here!" -The last words of Sgt. Pepper

In the ensuing combat Vo Dka lowered his head for the charge. Sergeant Pepper lowered his halberd to receive said charge. And then they both died :D
Like this they died see.
And thus ended the battle. The girl was saved and all the important people were alright. Even Bruce Dick managed to crawl away to fight another day (because evil never truly dies and also because I have written another scenario for him, which I just don't want to throw away).

Afterthoughts

Well this was fun. After a bloody night of battle the good guys won. It was just like in the movies!

Friday, August 26, 2016

The Battle of Pebble Horn - Battle Report

The small Coastal Village of Pebble Horn had an extremely juicy Graveyard . All but one of the villagers (fishermen and sheepherders) were buried there just recently. A wasting disease had swiped the place clean and only one old sheepherder and his animals had survived.

These events had not gone unnoticed. A laid back liche living in a dark brooding tower nearby summoned his troops right after the snows melted and roads opened. His name was Leeroy Yankeez and those of his subject, who knew how to speak called him stinky.

Leeroy had hordes of skeletons, but this was an opportunity to add more "fresh corpses" to the battallions. Skeletons were great, no doupt, but high maintenance. Zombies on the other hand, you could get so much more of them with the same effort.

All night the tireless host marched and just when the first light shoen from the east they saw the village through a dissipating mist. Stinky had not bothered to send a scouting force because the opposition as far as he knew was supposed to be an old man and his sheep.

Also he was old school. A line of skeletons appearing silently from the outskirts of town sending spirals of mist from their feet, that was what unlife was all about. The survivors would surely crap their pants he thought to himself with a glee.

A few moments after stinky saw the first headstones of the sweet graveyard he also saw something unexpected. Rats, hundreds of them, walking upright through the village and around it were closing fast. Those stupid creatures had probably been the cause of the pestilence, and now they were defending their newfound home. Leeroy the liche tried, but even with his intelligence of 10+3, he could not understand why the things couldn't just let him raise the late villagers from the ground, and let him go home.

It was going to go down in the village outskirts, there was no other way. Leeroy Climbed a hill. He had clothed himself in his best witch kind attire and that was the best place to show it off. "How do I look?", he asked Mar Garetha, leader of the catapult grew. She watched him with hollow eye sockets and silently gave a thumbs up.

We played a 2000 pts battle of War Hammer 3rd edition. Skaven versus Undead with my friends table and miniatures. The battlefield was a coastal village with two patches of buildings at the Skaven side and a forest and some wet patches at the undead side. There were also some hills spread out the table and a small graveyard next to one of the buildings.

The Forces

The Skaven

Independent Characters

  • Kargshak Severtyrant of Clan Vashisk (lvl 20 Hero)
    • Hellhoned blade, Light armour + spell shield
    • No chaotic attributes
  • Slagskitter, Battle Standard Bearer (lvl 5 Hero)
    • Hand Weapon, Light Armour & Shield
    • Battle Standard - Relic Banner
    • Chaotic Attributes: Poisonous Fangs, Weapon Master
  • Ungoltwitch the Mad, Warpsqualer (lvl 15 Wizard)
    • Spear, Hand Weapon
    • Chaotic attributes: Mace Tail
    • Magic (23MP):
  • B1.4 Dispirit        2 MPs
  • B1.7 Flight        1 MP
  • B1.8 Hammerhand    2 MPs
  • B1.12 Part Water    2 MPs
  • B1.13 Steal Mind    2 MPs
  • N1.5 Zone of Life    2 MPs
  • B2.2 Cause Frenzy    2 MPs
  • B2.3 Cause Hatred    2 MPs
  • B2.6 Mental Duel    3 MPs

Clanrats of Clan Vashisk

  • Sturmratten Regiment ”Der Reik” - Clanrat Stormvermin (20)
    • Leader: Mortweak, Clan Warlord (level 10 hero)
    • Weapons: Double-handed Weapon, Hand Weapon
    • Armour: Light Armour
    • Special Equipment: Relic Banner (A unit accompanying the standard is immune to panic, and may re-roll the result of its first rout test of the game)
    • Chaotic Attributes: Iron Hard Skin (Adds +1 to their basic saving throw, included above),
  • Clan Vashisk Marauders - Clanrat Warriors (34)
    • Leader: usually led by Kargshak
    • Weapons: Hand Weapon
    • Armour: Light Armour & Shield
    • Chaotic Attributes: -
  • Clan Vashisk  Despoilers - Clanrat Warriors (19)
    • Leader: usually led by Ungoltwitch
    • Weapons: Spear, Hand Weapon
    • Armour: Light Armour & Shield
    • Chaotic Attributes: -
  • Zod’s Drudges - Skavenslaves (49)
    • Leader: Zod, Clan Chieftain (level 5 hero)
    • Weapons: Hand Weapon
    • Armour: -
    • Chaotic Attributes: Blood Rage (The unit is subject to frenzy).

CLAN ESHIN (all attacks from a Clan Eshin model are poisonous)

  • Sewer Stalkers - Gutter Runners (9)
    • Leader: Scritch
    • Weapons: Hand Weapon, Sling
    • Armour: Light Armour
    • Chaotic Attributes: Magically Resistant (The unit may make any magic saving throw with a +1 will power bonus, The unit may also attempt a save against magic not normally permitted a saving throw, although without the +1 bonus.), Poisonous Fangs (The unit may make an additional bite attack with every second model fighting. This attack is poisonous and any hits are resolved with a +1 strength bonus), Snake Tail (Snake tails are poisonous. Any hits are resolved with a strength bonus of +1. This confers and extra attack for every second model fighting. This attack can be to the front, side or rear.)

CLAN MOULDER

  • Clan Moulder Beastmasters (3) with Rat Ogres (6)
    • Weapons: Hand Weapon
    • Armour: -
    • Special Rules: Cause fear in creatures under 10’ tall.
    • Chaotic Attributes: -

CLAN SKRYRE

  • Warpfire-thrower Team I (1 unit of 1 team)
    • Weapons: Hand Weapon
    • Armour: Light Armour
    • Chaotic Attributes: Razor Sharp Claws (The unit may make an additional claw attack with every second model fighting. The unit may add +1 to its strength when resolving the effects of hits, and any enemy suffering damage must deduct -1 from their saving throws.)
    • Warpfire-thrower: Range: 12”, Radius: 1”, Strength: 5, Save Modifier: -3, Wounds per Hit: 1D3
  • Warpfire-thrower Team II (1 unit of 1 team)
    • Weapons: Hand Weapon
    • Armour: Light Armour
    • Chaotic Attributes: Long Legs (The unit contains many individual with long legs, adding +1 to the unit’s movement), Manic Fighter (The unit hates the closest enemy unit within 12”)
    • Warpfire-thrower: Range: 12”, Radius: 1”, Strength: 5, Save Modifier: -3, Wounds per Hit: 1D3

CHAOTIC HOST

  • Manticore
  • Chaotic Attributes: -
    • Manticores are large targets for the purposes of missile fire.
    • Manticores cause fear +1 in creatures under 10 feet tall.
    • Manticores have 3 stomp attacks plus an additional attack from the tail. Although delivered by the tail, this is another stomp attack, the tail curling over the creature’s back to attack to the side or front. Tail attacks are envenomed and so have a strength bonus of +1.
    • Any blows struck by Manticores have a better than average chance of penetrating armour. An enemy’s armour saving throw is reduced by -3 if struck by a Manticore.

The Undead

Independent Characters

  •  Stinky Leeroy Yankeez (lvl 20 Liche)
    • Magic (30 MP)
      • Zone of life
      • Hand of Death
      • Summon Skeletons
      • Wind Blast
      • Immunity from poison
      • Leg breaking
      • Steadfast
      • Aura of protection
      • Lightning bolt
      • Life in death (this was cast before battle)
      • Annihilate undead
      • Raise dead
    • No gear

Rank and File

  • Mia's Daydream Legion (25 skeleton warriors)
    • Hand weapon, shield, standard musician
    • Mia T Loaf - lvl 5 undead hero with same gear
  • Grim Fellows (20 Grim reapers)
    • Standard, Scythes
  • Bill's Stickies (25 Skeleton warriors)
    • Shields, Spears, Standard
    • Skinny Bill Hickups -lvl 5 undead hero with same gear
  • Ben's Hurricanes (3 undead chariots)
    • Scythes (in both wheels), bows
    • Ben Huzzah - lvl 10 undead hero with magical trance sword
  • 2 Carrions
  • Plague Cart
  • Undead stone thrower
    • Mar Garitha - lvl 5 undead hero with hand weapon

Deployment

Undead

The whole army was deployed in scout phase
From left to right:
  • Mar Garetha and her Catapult deployed to a small hill on the left flank.
  • Grim reapers deployed between the hill and march 
  • Stinky Leeroy Yankeez deployed next to the grim reapers
  • The plague chart deployed in the march
  • Bill's Stickers deployed between the march and the woods
  • Ben Huzzah and his chariots deployed behind the woods
  • Mia T and her group of skeletons deployed behind the hill facing left
  • Carrions deployed behind the lines
Undead left flank deployed

Undead right flank deployed

Skaven

The whole army deployed in scout phase
From Left to right (Skeleton left to right that is)
  • A warpfire team and some gutter runners deployed in the first patch of buildings
  • The summoned Manticore deployed in front of the buildings facing the catapult (quite obviously its target)
  • Rat Ogres and storm vermin deployed behind the hills between the building patches
  • A large Clanrat unit with army standard and a smaller clan rat unit deployed to the right of the last buildings
  • A huge unit of skaven slaves deployed to extreme right facing away from the skeletons (apparently cool 4 does not rock against undead)
Skaven army deployed mostly in cover to avoid skreaming skullz

Manticore deploys directly in front of the catapult, wonder what's he up to :)

Some frenzying long legged flame thrower guys behind cover

Skaven main force. Note how the middle units are deployed behind the hill and skaven slaves as far away from the undead as possible.

"Bird's eye view" of the deployment

The battle

Skaven

Skaven begin the game. Manticore takes to the air and flies 12" directly towards the catapult. The two clan rat units to the extreme right start to manoeuvre to the midfield between the village and the forest. Warpfire teams lurk closer in the flanks. Everyone else sit tight in cover, which seems reasonable because of the panic inducing screaming skull catapult on the hill.
The Manticore flies towards the catapult at attack level.

Undead

The whole skeleton army moves slowly forwards except for the chariots, which stay behind the forest in a "perfect" ambush position. Mia's regiment begins to move around the hill. Stinky casts wind blast on the poor manticore, which will severly slow it down. Carrions wheel towards the manticore and the left flank. Catapult shoots at the gutter runners, but miss shooting wide.

Skaven

The skaven clan rats move closer towards the middle. The manticore flyes closer the catapult, but because of the magical wind can move only 4" or so. The warp fire teams skulk closer and gutter runners too. Skaven slaves move to the extreme right as far away as possible from the action and taking a hill in the process.
Warpfire thrower team skulks closer the undead left flank

Gutter runners decide to keep back for now
As does practically everyone else

Undead

A discussion on the nature of summoned hosts and when the "leaves battle" event is triggered by the possibility of the carrion making a flyby attack on the manticore and triggering said condition ensues. In the end everyone agrees, that it would be stupid and the Carrion decide to fly nearer a warp fire team for a flyby attack. Rest of the skeleton army moves towards the skaven lines except for the chariots off course. Mr. Yankeez maintains wind blast on the manticore and Mia's regiment keeps wheeling around the hill on the left flank. Catapult tries to shoot at a clan rat unit, but deviates on a warp fire team destroying it.
Carrion close on the warpfire team threatening undead flank

Skaven

The manticore fails its str check, but chooses to land for charge (My friend thought you have to land with flyers to charge to close combat, which you don't). Clanrats move to the middle field between the forest and the buildings and storm vermin + rat ogres march from behind the hill adding to the clan rat line. The skaven sorcerer casts zone of life, which seriously ducks up the skeleton chariots' plan to flank charge them. 1 chariot and some skeleton warriors from Bill's stickers crumble to dust faced with this mighty magic.
The mighty swarm moves for the kill

"Mmmm don't you just love the grass on this side of the yard Bob."


The general's clan rat unit fails to charge because of the fear (failing 6 or 7 check to do so)

The warp fire team shoots at the grim reapers, but the shot deviates 12" forward missing (actually it could only deviate 6", but we missed that bit of rules). Before the shooting the GM and my opponent make careful measurements from the warp fire team to the unit, which was quite suspicious. After the game they told me that the unit had long legs and hatred chaotic attributes, which was hilarious. It meant that they would have had to charge from within 10". The fire thrower has 12" range so to shoot, the rats had to be between 10" and 12" of the target :)

Undead

The Carrion make a flyby attack on the left flank warp fire team scaring them off the field. They then proceed to turn towards the right setting their undead eyes on the large unit of skaven slaves on the far hill (the other side of the board). Mia's unit which has thus far spent the whole game wheeling around the hill. Charge the manticore and winning the ensuing melee, which automatically routs the beast.
"BOOOO!!!! MUAHAHAHAHAHA!!!"

Stinky now free to cast spells instead of keeping the manticore in check, calls 3 lightningbolts from the heavens almost totally annihilating the gutter runners sneaking towards his left flank (5 kills, rest run away).
Catapult shoots and kills 7 clan rats from the large unit, which is immune to panic because it carries a relic banner.

Ben Huzzah's chariot unit wheels to the right and gallop away from the zone of life effect. The skeleton line at the middle backs up a bit to get away from the effect.
Ben makes a tactical decision to relocate himself away from the Zone of Life

Skaven

Things look great for the Skaven for a moment. The whole line moves forwards (2 units of clan rats, 1 unit of storm vermin and the rat ogres). Then the wizard chants to the wind of life magic for another zone and rolls an 11!!! FAIL.

Undead

The carrion speed up towards the skaven slave unit in the far right.

Grim reapers charge the rat ogres.
Bill's Stickers charge the clan rat unit with the poor wizard.
Ben's remaining two chariots charge the skaven slaves.
"CHHAAAAAAARRRRGGGGE!!!!!"

All three units rout.
Storm Vermin panic.
"SQUEEEEEEE!!!!"

Stinky casts aura of protection and strolls towards the graveyard picking a straw from the ground and whistling to himself

Skaven

Try to rally but fail.

Aftermath and thoughts

What did just happen!? Apparently both of us felt the whole game like we're gonna get wiped. For me it felt the undead were very expensive and the sight of the skaven line was daunting. My opponent knew the rules somewhat better than me and appreciated the fear and how the ratmen would respond to it with their Cl of 4 to 5.

Basically the first few turns we manoeuvred and my general's mojo was spent on keeping the manticore from decimating the catapult crew. When the forces met, the skaven line exploded into an uncontrolled rout. After the game we concluded, that the odds weren't actually so bad for the skaven. They should have won at least one of the melee's in the middle, but instead lost all due to his bad rolls and my good ones. In any case the undead must be the worst possible matchup for the Cl5 skaven.

This is generally how the combat went. I might have forgot one round or some manoeuvres, which did not have a big impact on the game. I think the catapult hit one more squad killing 7 clan rats, but can't be sure.

I'd like to thank my friend for hosting this game. The miniatures, battlefield and terrain were all amazing and inspiring (so much so that I already set up the next game of whfb3rd edition and begun painting some beastmen, the ones I got just this week).