Thursday, 2 January 2025

Ill Tides: Smoke & Mirrors

 KoW/ 1500 points/ Smoke & Mirrors/ Abyssal Dwarf Win

The Gods were now smiling on Sycorax.  The blundering Admiral had failed to secure the unfathomable treasure but had at least stopped it tumbling into the greedy claws of the Twilight Kin, something to be thankful for he grudgingly conceded.  But now another chance to grab stupefying wealth had arisen and Sycorax wasn’t going to entrust this to some snivelling underling.  This was his time!


Rumour of the vast riches had travelled and the hated Dark Elves were amassing to steal away Sycorax’s future.  So typical of the foul and traitorous race.


He surveyed the plain to his front - but where was the prize?  It wasn’t obvious to him even though he communed with Ariagful Herself.  The Elves though would have the same blindness he consoled himself.  His only chance therefore would be to vanquish the Piratical Scum from the field and then freely claim the gleaming horde.  It was ever thus he allowed himself to smirk.


He arrayed his force with his left flank anchored on a wood relying on Basu’su’s Children and the monstrous Abyssal Grotesques to blunt, or at least slow the Elven advance.  Meanwhile his centre would overwhelm the Corsairs - here he had Blacksouls, Decimators and Immortal Guard - a formidable foe if ever there was one.  They were supported by The Hex Caster and Infernox.  On the right were the beastly hounds of hell straining at their chains covering the monolithic bloc of the stone giants.  In between these and the Immortal Guard were placed the fearsome liquid fire of the Dragon Fire team.  Sycorax was only too well aware how the Elves despised fire power the Dwarves could bring to bear.




The Elves, on Sycorax’s left, had the Phantoms and one unit of flying chariots along with an apocalyptic Souldbane on his spectral beast.  The centre was crammed with an array of Pirates, so-called Fleetwardens, covering the much-vaunted Impalers cowering at the rear of the battle line.  At least their Void Captain knew what it was to stand up and be counted, placing themself in the front rank.  Also cowering was the wiccan, The Summoner Crone, with her cruel tricksy magick.  Finally on Sycorax’s right a second unit of flying chariots, Void-Skiffs he believed they were known as.  He wasn’t interested in their odious nomenclature.




The Dwarves commenced a measured advance, much was at stake for Sycorax, and he knew the foul Elves were masters of trickery and craven deception.  The Phantoms surged forward goading the Abyssal Grotesques to commit themselves.  Sycorax knew this was a ploy to allow the flying wains to counter and blunt his misfigured brutes.  Nevertheless he thought he’d be able to thwart this.  The brutes made short work of the Phantoms and the Gargoyles threatened the Void-Skiffs.  Sycorax had miscalculated though!  The Disfigured brutes tower above Basu’sus vile breed allowing the chariots and Soulbane to crash into his tortured yet beloved children.  Sycorax’s venture could be snuffed out before the first trembling finger of light had stretched towards the darkness……he momentarily dared not breathe!  The Abyssal Grotesques were battered mercilessly but held!



It was time to force the centre.  Now in range Sycorax unleashed hell against the cowering pirates who were showing no appetite for the struggle, reluctant to move forward.  The Blacksouls propelled their ravenous Mastiff at the Void Captain who was stalled and winded but remained resolute.  The Infernox and Decimators poured infernal rage into a block of the Corsairs.  Despite heavy losses they stayed their fraying nerves but like the Void Captain were temporarily paralysed and hesitated.  The Dragon Fire team sought to incinerate these pirates too but barely singed their foes.  The Elven line was buckling but stayed firm.





This shook the Twilight Kin from their watchful slumber.  A troop of Fleet Wardens crashed into the flank of the Abyssal Grotesques which those tortured beasts would not survive this time.  However the Gargoyles had nimbly manoeuvred to the rear of the Elvish Hammer, the flying wains, and imbued with Basu’sus Vile Brood managed to overcome and vanquish these elite warriors.


A second troop of Fleetwardens flattened the Dragon Fire team who were seeking shelter behind a wall but were in turn pummelled by the Stone Giants .


The Soulbane now threatened the Hex Caster who proved no match.  His spectral beast trampled the mangle corpse of the valiant caster and into the flank of the Decimators who were covering part of the uncovered treasure secreted within a marshy bog.


The second flying wains had decided now was the time to act and hurled themselves against the Molten Menace.  Like cooling lava he was rooted to the very earth and would not yield.  A regiment of Fleetwardens did their best to uproot this micro-volcano and targeted his flank yet this impertinence just made him more resolute.  The Immortal Guards removed the strain of the Void-Skiffs from the Molten Menace by charging their front and the Decimators had survived the initial surge of the Soulbane and now became embattled this Horseman of the Apocalypse.




Meanwhile the Stone Giants had continued their inexorable flow forwards.  The Summoner Crone had sought to blunt this with her withering Alchemist’s Curse but for once it fizzed and whizzed but barely a scratch was made.  Relief for Sycorax, she had the power to seriously trouble the pride of his battle line.


The Golems were now able to smash the flank of the Void-Skiff while the Immortal Guard gripped their front in a lethal vice nothing could survive and they were crushed to splinters and dust.  The Mastiffs now emerged from the wood on the Elves’ left and charged like the wild beasts they were into Fleet Wardens protecting the Impalers.  The Elves though, with pikes were able to withstand the beastial ferocity and the Mastiffs’ effort was for nought. 




The Souldbane overcame the Decimators and was able to claim the marshy treasure.  Towards the centre of the field was more of the glittering prize but what remained of the Twilight Kin were pushing forwards over this.


Sycorax could feel his very being twisting and shrinking inside him.  The treasure was literally slipping through his fingers.  His forces were exhausted and on the brink of collapse…..He joined the line and with the fury of Ariagful vanquished the wiccan with fire.  This act momentarily revived his troops.  The Golems overran the Fleet Wardens, so recently victors against the dogs, while the Infernox turned to face his craven attackers, yet more Fleet Wardens, who he put to the vengeful sword.



The scarring and fracturing of the landscape was now giving up the the secrets of the golden horde.  Unless Sycorax could exhort his battered force for one last push all would be utterly lost….


The Impalers now roused themselves from their own slumber and charged the exhausted Molten Menace.  He had stood firm against so many foes this day he knew, as did Sycorax, the Impalers, cream of the Pirate force, would overwhelm him.  And so they did!  And in doing so had uncovered a mountain of gold.


It had come to one last desperate gamble or Sycorax would lose and would be lost, supplanted by one of any number of wolfish Ironcasters too cowardly to stand with him this day.


He unleashed a rock and molten fury against the Soulbane who had been content to sit atop the half-submerged horde, the fool, and condemned him and his foul beast to nothing more that hissing steam rising from what had become a bubbling cauldron of a marsh, so intense was the heat of the fireball.


And now his Immortal Guard hurled themselves against the immense shields of the Impalers.  The Infernox, though vanquished, had done just enough to chink the armour of these seemingly impregnable beings and the Immortal Guard were able to first push, then prize and then burst open those armoured sentinels and fall upon them in such fury there was nothing to be hauled away as grizzly prizes…..


The rest of the Elvish host, that which remained, had no stomach to continue this slaughter and Sycorax had achieved a most stunning and profitable triumph.  He collapsed.


Next time: Armada/ 250 points/ Icy Waters

Wednesday, 1 January 2025

V for Victory: Midday at the Oasis

I was fortunate enough to have Stu over today to bring in the new year with a new game, our first try of V for Victory. I had just about enough figures for a command section, 2 infantry sections, a sniper and a MMG team for each side.


I set up the first scenario from the book that has three objectives spread across the table with VP's being scored for holding the objectives at the end of each turn and destroying enemy units. As we'd not played before I took a guess at how much terrain would be required and I think it was probably about right, perhaps a little high on the linear terrain and wooded areas. We will need to have a little play about with larger (and better armed) forces to see what is the sweet spot. 


The rules themselves flowed reasonably well for a first play through with the usual amount of flicking through the rule book to answer queries around specific scenarios and checking how modifiers stacked up. The spotting rules meant that you could manoeuvre into place without the enemy being able to spot you straight away but once you opened fire then that pretty much gave your position away.


The main clash of forces ended up being on my left flank around the oasis as we both only lightly opposed the opposing forces push on one of the other tokens. The Germans went for both the flanking objectives and I went for the oasis and the central tank.



The big decision around shooting is if you go for direct fire and try to remove models or suppressing fire and try and erode the enemies morale and pin them in place. The Germans in general went for the kills more often but with some poor dice on their side and decent saving on mine didn't really make much of an impact at the start of the game. My suppressive fire was more telling and I managed to keep the German sniper out of the game and keep the heads of the Germans around the oasis down as well.



The German firing did pick up during the end game and they managed to remove my team holding the oasis objective and kill my snipers mate. I also managed a couple of good shooting activations with my MMG to take out the German MMG (with help from some poor save rolls) to leave us tied on kills but we me having held one extra objective in the last round we played.



Neither side lost masses of troops and even though we had one more round to play when we stopped it didn't feel like either side would reach the break point of >50% models lost. So perhaps a little less terrain next time will give some more shooting and greater casualties. The card mechanic is a nice improvement on Muskets and Tomahawks in that you have all the cards to choose from so you need to assign them to the correct units to make best use of the available resources and does act as a natural dampening of the firepower of both sides with a limited number of fire activations being on the cards. 


With the ongoing Kings of War/Armada campaign and the Armada event we have booked in February we probably won't be playing again for a while but I should have some more toys painted up by then to increase the firepower available to each side. In particular I'd like to see how vehicles and HE weapons alter the game dynamics.