Friday 10 May 2024

WARHAMMER:TOR HELETHION - GAME 3 - SECOND CLASH

The Emissary

Swift preparations for the King’s deputation had been made. The emissary of the Witch King was the mouth-piece of Malekith, he spoke with the words and authority of Naggaroth’s immortal ruler. He was also the Witch King’s chief spy, his eyes warily upon the lords and cities that owed Malekith their service and fealty. His whispered word, spoken into Malekith’s ear, could be life or death for the nobility of Nar Zadun. But Lord Veyshar, in his arrogance, feared him not. He was a loyal subject. His tithes to the throne at Naggarond he paid in full, and timely, in gold, jewels, fighting beasts, good ship-building timber felled from the Black Forest, arms and, always, in slaves. The lord did his duty, guarded the coastal frontier with his corsair ships, manned the walls of his city with well-trained and well-equipped soldiery. His family-clan had ruled the Nar Zadun fiefdom for generations. Others had tried to take it, disloyalty from within his own court amongst the overly ambitious, the slighted, or the power-hungry, was always a danger. In the past year, two assassins had been discovered in the city. Their mutilated corpses now hung from spikes above the city gates. Perhaps, he thought, they had come from one of the rival cities, as they had claimed under his torturer’s pitiless instruments. No doubt there had been aid from within these walls as well – there were always spies and traitors.

Now, Lord Veyshar of Nar Zadun sat upon his throne, musing over his paranoid thoughts, as he awaited the grand arrival of his feted guest. The emissary from Naggarond would not come alone. He would come in full panoply, making a show of the Witch King’s power. His personal guards would be the king’s own feared Black Guard, the finest and most merciless soldiers of the kingdom, each a fanatic, loyal only to Malekith himself. With the emissary would also come sorceresses. Veyshar had his own, of course, to counter any spells or curses they might attempt to lay upon him, but none so powerful in the dark lores as those witches that served the king directly. Also, amidst the following entourage, of scribes, servants and cooks, somewhere, disguised, would be another assassin, he was sure of it. This one not send to kill him, but as insurance should Nar Zadun’s loyalty be doubted. A Khainite fanatic, practiced with the most potent poisons in the realm. A killer, willing to die in turn, as long as his murderous order was completed. There could be much danger from this deputation. Lord Veyshar had doubled his courtroom guards and a strong garrison of crossbowmen were closeby, at the ready, to quickly respond if summoned to the courtroom, should, by ill-fate or treachery, he need them. First though, before any political scheming, he must listen to the emissary closely. The Witch King wanted Nar Zadun for some new task. That task must be completed to Malekith’s liking, or Veyshar’s ruling seat over his city would be in grave doubt. Plenty of the city’s gathered nobility, those he now looked over from his raised throne, would happily kill to take this seat. But, if the Witch King was gratified, then… well then.. the riches and rewards might know no end. 

Horns blared beyond the courtroom’s great doors, which swung open on their command. The king’s emissary had come… 

”Hail Lord Veyshar of Nar Zadun and his gathered court. Greetings I bring from his majesty, Witch King Malekith, our most exalted master. Our master bids me bring you great news, of a new errand he requires of you and your city. In return, he offers his favour and support in this task. Arms, soldiers, beast of war, he offers, much gold and slaves as well.”

Veyshar looked down from his throne at the King’s emissary, richly attired in a fine purple and gold robe of spider-woven silk. The man was tall and lean, even for an elf, his face long, sharp, like an unsheathed knife. His eyes, quick, they missed nothing. Arrayed behind this lord of Naggaroth, was his full entourage of guards and servants. The soldiers of the Black Guard were stood at attention, unmoving, hidden behind their faceless masks of mail that hung from tall fluted helmets of blue-blackened steel, their robes and cloaks all of midnight black.

“Nar Zadun is ever at Malekith’s service. All we have, we place at the great master’s disposal. His desire is our desire. We live only to serve his majesty.” replied Veyshar. That pleased the emissary, who nodded a subtle approval of the ruler and the city’s supplication.

“Our master requires of you an army. It has long been in his mind that our white kin, the acurs’d usurpers of Ulthuan, still hold the most holy shrine of Khaine – praise be his name, bloody be his rule. The time is coming near, for the Witch King to come forth again with his armies, to launch a new conquest to retake the Blighted Isle and its Temple of Khaine. For of all worldly things, Malekith most desires the Slayer Sword of Khaine that resides within that sacred shrine. Since the days of the Sundering, the kindred of Ulthuan have guarded the shrine and sword. Yet, it is the Witch King’s heirloom, rightly of his treasury, and it pains him much that the usurpers withhold it from him still.”

“We are honoured, but Nar Zadun alone does not have the strength to take the Blighted Isle. The armies of Ulthuan will fight with their entire muster to prevent it falling. They have tried before, no expedition or invasion has ever come close to retaking the Shrine of Khaine.”

“No, much though we have laboured and fought. This is not to be your task, for any new expedition to the Blight Isle could only be led by King Malekith himself. Only our master can lay his hand upon the slayer sword and reclaim his birthright. Such a campaign will take a great muster of many fiefdoms and cities. When the day comes, Malekith will empty the garrisons of Naggarond, Hag Graef, Karond Klar and many more for the task. But first, before any direct assault upon the Blight Isle, Malekith wishes to establish a new base on the edges of curs’d Ulthuan, a place of strength we can hold, a place where his great armies can be mustered and supplied from, for his own expedition to the Blighted Isle. That greater war is yet to come. First, he has selected a northern isle of Ulthuan as the first step towards his ultimate goal. The honoured host of Nar Zadun will be his vanguard. You its commander.”

Lord Veyshar, alarmed at first that the Witch King would send his city’s army to fight alone on the Blighted Isle, relaxed. Such an errand would be suicide, glorious, but a simple massacre to no end. Instead, a lesser target, but still worthy, a first strike within the longer, larger, plan for the master. This, this, was within Nar Zadun’s own resources. It would bring glory, power and renown. It would also bring death to the most detested of enemies. That pleased Veyshar’s cruel heart. 

“Then Nar Zadun would see it done, as Malekith commands.”

“Your instructions are to conquer the island of Tor Helethion. It lies off the northern coast of the Blight Isle, and is well garrisoned. The Witch King’s orders are to destroy that garrison. To this end, he also offers aid. Nar Zadun will not march alone. With me today comes the venerated Lady Naleemi, high sorceress and apprentice of the great Morathi herself, and leader of her own sorcerer’s coven. She will be the Witch King’s greatest aid for you, for secret magical powers she has to match anything that the curs’d white tower of Hoeth can deploy against you. Other lords too will be ordered to subjugate themselves to your command. A Black Arc is being prepared at Naggarond’s shipyards to sail to you. Its captain has instructions to transport your full army to Tor Helethion, on board will also be troops of Malekith’s household, corsairs, and many war beasts from the menagerie of High Beastmaster Zeldeth of Hag Graef. These are to be unleashed upon the island to bring terror. This army will march under the honoured banner of Malekith himself.”

A servant stepped from behind the emissary, a neatly folded cloth in hand. Bowing, he placed it at Veyshar’s feet, with reverence, and withdrew. Veyshar could see the intricate patterns of embroidery, fine yet faded with age, wrought upon the rich material. 

Veyshar nodded his approval. Troops to command from the Witch King himself… a Black Arc at his disposal, marching beneath the banner of Nagarythe itself. A vaunted High Sorceress and her full coven – untrustworthy witches all. The emissary continued.

“Tor Helethion’s garrison is to be destroyed. Their fortress razed and cast down. High king Malekith demands only that one in five of the captives be returned to him, as a tithe in slaves for his pleasure. One in five you yourself may keep, as tribute for Nar Zadun. The rest are to be handed over to the Lady Naleemi and her disciples. These must be executed, slaughtered for Khaine’s glory, to fill his Cauldron of Blood and honour his name. These she will use as an offering, for Khaine’s blessing, and in rites that cannot be revealed here. Death must come to Tor Helethion. Death by sword and spear blade and death under the executioner’s knives. Enemy blood must flow. Show no mercy or remorse. Our heinous white kindred have too long ruled over lands that should, by birthright, still be ours. Bring them terror and slaughter. Take the island. For Malekith and Khaine.”

The assembled court nobles cheered their approval. Bloody war had come.

 

 *****

A third learning game, this time upping the points to 1,500, but still part of the developing narrative for the campaign. The Dark Elf vanguard forces get a second attempt to clear the High Elf garrison from the northern coast of the island and thus making their following landings easier. If they fail this time, then they have to try and get ashore against full High Elf resistance, so last chance saloon.

Here are the two selected forces, still keeping it simple.


The game started with Dark Elves taking the first turn and attacking, again. The dark riders and spearmen advanced at the march, as did the corsairs on the left, to drive off the pesky shadow warriors from the rocks. The crossbows all moved up and opened fire, with small damage done. The real impact was from the 2nd level sorceress on her dark steed, unleashing a potent fireball that burnt 5 of the 7 shadow warriors on the High Elf left to a crisp… eek… just 2 left, and a big result against these lethal archers. So, magic finally did something.


High Elves responded with missile fire themselves, killing a few crossbowmen and corsairs, and just 1 dark rider. The reaver cavalry on the left didn’t dare risk a rush at the crossbows, as one good volley was likely to gut them, so hung back, to try and counter the dark riders. The shadow warriors abandoned their rocky cover and fell back to avoid a corsair charge… and being badly outnumbered. The reavers moved up behind and lent their short bows to the effort, but a few corsairs lost was of little concern. More numbers seemed to work for them.

Turn 2, and the Dark Elves launched themselves into the full attack. The corsairs tried to charge, but failed as the evasive shadow warriors loosed arrows and fled, very familiar this… the dark riders charged the reavers, led by their master and with the sorceress boldly joined them. More crossbow shooting, a few more sea guard picked off, and one repeater bolt thrower scored two wounds off the Arch Mage’s eagle mount as it swung around to the flank and readied his own spells. 5+ ward save spell failed to help him, typical.

The melee was one-sided, the Dark Elf master cutting down reavers with his lance and the others finishing the job, in a massacre of the fight. Reavers destroyed.

The High Elf response was more missile fire, a few dead crossbowmen, and a pillar of fire which burnt down more from the arch-mage souring above the field. The only charge was the Noble, levelling his lance and countering the dark riders, to be challenged by his opposite number. This was a very even fight, and resulted in 1 wound each, tense, it could go either way, but neither had their lance bonus now.

The Dark Elves attack continued, the spearmen charging the first sea guard unit, under fire and then losing the melee, but holding their ground. The corsairs raced up and made another charge, which did reach the Ellyrian reavers, who should have fled, but didn’t, because 3D6” may well have carried them off the board edge. That melee, against a landslide of corsairs attacks (1 rank of 15 models - line hammering) was again one-sided and the reavers were all cut down… hmmm!. Light cavalry not used well, not sure I liked that… but, to make it worse, the bloodthirsty corsairs then overran, on into the shadow warriors… oh no… the flank was collapsing.

In the other melee, the challenge, the Master’s eternal hatred of his foe saw him win and cut down the High Elf leader, and suddenly things looked worrying for the forces of good. Could they pull it back?

No! They couldn’t. The arch-mage (well his eagle) was finished off the crossbowmen and bolt thrower, and the sea guard continued an even duel with the spear block, which was a tie, until the Dark Elf characters made a flank charge and wiped them out. The Eagle Claw bolt thrower finished off another crossbowmen unit, which was something, but the corsairs extracted their longed-for revenge for the previous games and butchered all 7 shadow warriors to a man. Carnage.

Last turn, and the Dark Elf master charged on, along with the sorceress beside him, this time targeting the last two shadow warriors and then, overruning into the other High Elf noble, Raelyn the Archer, captain of the shadow warriors (his reaver bow finished off the dark riders the turn before). No match for a hatred-filled charging lance, the captain was skewered. The end was nigh for the High Elves as the corsairs swung around and advanced on the unguarded bolt thrower on its low hill…

We called it there, on turn 5… the High Elves were down to just a few battling sea guard and an eagle claw that was doomed next turn… a solid win for the Dark Elves, with their Master leading with heroics, killing both High Elf characters - vengeance is sweet!

Now, he can report that the main landings can begin, and the waiting Black Arc will close into Tor Helethion’s northern shore.

I have my own system for determining army and character losses for the campaign, and gaining experience for units, etc. One High Elf character was killed outright, Raelyn… so he’s actually dead on an enemy lance and will not return. The others were both only lightly injured and must miss the next game before returning. For the Dark Elves, their level 1 sorceress was killed outright, fleeing into the pillar of fire (the lesser of two evils). The level 2 sorceress rolled and leveled up to become a level 3 high sorceress of battle magic, and one unit of crossbows (the one that survived) gained war experience. Rolling on a table, they luckily got +1 BS. So they get a name and become a ‘regiment of renown’ for the campaign - ‘Hothsur’s Crossbows’, 11 men max unit size, but now with BS 5… an elite missile unit, we’ll be seeing them again.


I think we are getting this now, 3 games in. Fewer mistakes this time, I forgot several magic items… the missile shooting in two ranks worked well... happy with that house rule. Got to do something about the line-hammer though… 1 long line is the most effective combat formation, which is rubbish. Might go back to 1 model either side gets their attacks next time, or max it at 10 wide. Also, magic isn’t working for us, it did something this time… with 5 spells cast, but the balance doesn’t seem right and high level wizards are just too dominant. House rules required…

 

Deployment. The High elf right reavers were not skirmishers and got redeployed into a single line before we started... good spot. Light cavalry that can't skirmish - hmmm! Not much use.

Movement overview of the Dark Elf attack as the High Elves try to hold the line.

Dark Elf lines, 21 corsairs in two lines on their left, to rush through those rocks and try to catch their old foe, the annoying shadow warriors.


High Elf left, reaver fast cavalry and shadow warriors, all skirmishers.

Sea Guard with the general behind.

The low hill, eagle claw position, and starting position for the arch mage on his eagle.

Shadow warriors fall back from the rocks, before the corsairs and loose, but roll terribly... for just 1 casualty.

High Elf right awaits the enemy attack, from dark riders and spearmen, and all three of their characters,

The dark riders and the characters destroy the reavers on the High Elf left.

Archery peppers the corsairs, but poor shooting and sea-dragon cloaks make the damage minimal, again.

Pillar of fire, cast from above, engulfs the crossbowmen.

Master Ullas vs Noble Elendaer, the two leaders meet in a duel to the death, but the Dark Elves' eternal hatred of the foe gives him the edge.

The corsairs close in, having reformed into a single 'line-hammer' 16 long. This must end! 

The dark riders are all gone, as are the reavers, but both dark elf characters are left to continue around the flank. As skirmishers, charges won't be an issue.

The line unravels as the sea guard are outflanked by the two enemy characters.

Arch Mage on a eagle, swoops in and finishes off the last crossbowmen.

Corsairs finally charge and in a storm of basic hand weapon attacks, kill all 7 reavers.

The corsairs overrun into the Shadow Warriors on the far right, and cut them all down too...

The level 1 Sorceress takes the risk of fleeing through the pillar of fire (better than fighting a unit of sea guard on her own)... and is burnt to a crisp - 'I'm melting!!'

Master Ullas and his sorceress sidekick charge on, mopping up the last two shadow warriors.

Arch Mage Eralis swoops down and takes out a repeater crossbow, but leaving him exposed to the remaining bolt thrower and repeater crossbowmen... to be pin-cushioned.

Master Ullas, wounded, but on a hate-filled killing spree, overruns into Noble Raelyn and lances him to death as well. Glory and redemption for the DEs today...





 

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