Sunday, May 5, 2024

Conquest of the Black Peninsula - Storming Zharr-Mag-Rud 1536ic

 

 With the estuary and its fortifications in Skaven hands and the second fleet, 'The Plague bearers' on station to enforce the blockade, the calamitous outcome of the Battle of Ithrag-Mun and the loss of the Black fortress sealed the citizens inside Zharr-Mag-Rud.

The action shoots back to the City of Zharr-Mag-Rud, the Chaos dwarves having secured for themselves a huge volume of stores for a long siege dig into their capital city and prepare to wait the Skaven out; before the Battle of Ithrag-Mun the last colonist ship arrived to bolster the mauled Chaos dwarf forces, taking the garrison up to 1000points.
 Throt Gutter Whisker commands the siege himself and having gained valuable knowledge of the stores and quantity of troops garrisoned there decides on an assault rather than trying to starve the defenders out, no less because other developments in the peninsula. During the last 4 years of campaigning since Throt Gutter Whisker arrived the division amongst the individual Dwarven holds as well as that of the Brettonian lords aided the two burgeoning empires during their expansion; however as time went on the fractures began to heal as the pressure of powerful outside enemies with the real possibility of invasion forced old enemies into cooperation if not friendship.

  A new coalition lead by the Dwarven clan Shimmer beards began to form, their capital being that of Anol-A-Luk; the capital was an odd place filled with Brettonians, Empire explorers, mercenaries and of course Dwarves. The Dur-Alin River allowed the Dwarven Trade fleets to enter the southern reaches of the Black sea, it also made Anol-A-Luk the congregating point for all the refugees fleeing west from the expanding Skaven and Chaos Dwarf empires. This rising power only a few hundred miles west of Skittervald threatened Throt Gutter Whisker with all previous attempts to create or induce diplomatic cooperation being rejected culminating in 1534ic when they Killed or shaved the representatives of the Skaven Diplomatic mission and sent them home.

The Storming of Zharr-Mag-Rud

Zharr-Mag-Rud was a fortress, a bastions of resistance to break the waves of Ratkin against its walls or tomb, a pile of timber and stone to contain the restless spirits of those cursed people, the Chaos Dwarves.


The shattered Chaos Dwarf armies manned the walls whilst patrols of Hobgoblins on Wolves scoured the countryside for Skaven. They came in the first months of 1536ic, Long columns of Clanrats, Rat Ogres and grinding war machines churning up the dirt roads; dragging with them long wagons of tarpaulin covered equipment.

The Ratkin were able to cut off and surround the landward approaches to the city, whilst the Bloodclaws fleet controlled the River Ithrag-Mun.

The defenders mounted the ramparts and in the second month of the siege the Skaven began their assault.


The Skaven Brought 3 siege trains with them, carrying Bombards, Trebuchets, Ladders, a Ram and Siege towers.


The assault began with a rapid movement of Storm vermin and Clanrats alongside a DoomWheel, pushing their ram forward they were able to move right up the the Gate turn 1, only for the Ram to be cut to ribbons by the concentrated fire of Blunderbuss's.


Turn 2 saw casualties on the Chaos Dwarf defenders as Bombard and Trebuchets concentrated on them, followed by Jezzails in siege towers and warpstone cannons.

By turn 3 the Siege towers were now in place to assault the left front of the walls.


Rat Ogres and Plague Monks use their initiative to assault the walls the combination of inordinate shooting from 2 units of Blunderbusses, 1 on the wall and the other in a supporting tower mean the assault is beaten back with few Chaos Dwarf casualties and many plague monks blown apart.


Further shooting from the Jezzails, Siege artillery and Warpstone cannons obliterates a unit of slave orcs sent to reinforce the ramparts. Plague monks and Rat ogres attack again but are repelled by blunderbusses and the Fiery breath and Blackiron axes of the Chaos Dwarfs.

Stormvermin and Rat Ogres assault the front walls again, this time more plague monks and Rat Ogres swarm in to flank the walls.
The plague monks and Rat ogres overwhelm the slave orcs destroying 2 of 3 bases whilst the blunderbusses lose 2 stands but repel the attackers.

The siege artillery collapses the Towergate the turn after a unit of Chaos Dwarfs beat and destroy a Doomwheel sent through the gateway to clear them out.
Turn 7 the Chaos Dwarfs are pushed back everywhere, only a single unit of Hobgoblins and depleted units of Axe and Blunderbuss Chaos Dwarfs remain, cut off and dying to the Swarms of Ratkin.
End of Turn 7 Chaos Dwarf Casualties
Turn 7 Skaven Casualties.

The final Showdown between Chaos Dwarfs and Skaven went much like the total campaign, a very lucky and aggressive Skaven force overwhelms and slaughtered a Dwarf force. The shining star of the storming was the Siege artillery and Jezails in their towers, able to pour fire into the hapless defenders the walls became death-traps.

Ultimately the city was razed to the ground, Gutter whisker had no use for the port facilities and the total lack of infrastructure north of Ithrag-Mun and the general poverty of the north western region meant it was far cheaper to withdraw and garrison south of the river than try and control the wilderness north. The Chaos Dwarfs died to their last, Hashut on the tips of their tongues right until the last, the slaves died before they did and the Hobgoblins who made it through the bloody fighting were either caught and fed to the rat ogres by the Blood claws as they tried to cross Ithrag-Mun or those able to slink out of the polluted water and melt into the wilderness in the north lived lives of fear and poverty as they were despised by the orcs, men and dwarves and usually killed on sight.

Final Thoughts

It was really good we played out the final 2 scenarios of the campaign to build a comprehensive story, this campaign really felt like the real deal, playing the campaign map outside in the sun, using IRL manuals and pieces felt so good, addictive even. I hope my readers can join me for the next couple of games fleshing out the story of the Black Peninsula before we delve into the next campaign.


Friday, April 26, 2024

Conquest of the Black Peninsula - ManOwar sea Battle of Ithrag-Mun River 1535ic


Whilst there was a battle in the south at Throrki's fingers another battle was being fought near the Chaos Dwarf capital along the Ithrag-Mun river. Named by the Dwarves who previously lived amongst the Aquiline mountains, the name means sour water as the Volcanic tainted fresh water flows out into the polluted black sea.

The River entrance was defended by a chaos dwarf fort called the Black Fortress, whoever controlled the fortress de facto controlled all traffic in and out of the river; whilst the powerful engines, large sails and tough hulls of warships could withstand the cannons and run the gauntlet, the slow, thin hulled and civilian crewed merchant and slaver ships would be shot to pieces and the garrison could then easily overwhelm the crew from row boats.



The Skaven fleet split, the 'Poison Whiskers searats' fleet maintained the blockade whilst the 'Seaclaws' charged the estuary to take the fortress and towers whilst possibly destroying the Chaos Dwarf fleet.




Chaos Admiral Razhoul Taurabrath commanded the single remaining naval force in the empire and was tasked to hold the fort. The sea route was essential to maintain supplies to the Capital Zharr-Mag-Rud in case of a siege.

The battle was a modified scenario of Capture the Shorefort, the Chaos Dwarfs started in control of the Black fortress and had to control it end of turn 6.


The fleets were such:

SeaClaws
Zharr-Mag-Rud river Flotilla
Doom bringerer200Thuderfire battlebarge150
Admiral Chitrit BloodclawAdrmial Razhoul Taurabrath
Grey seer champion100Great Leveller150
5xStorm Vermin
Antiflyer weapon25Thunder roller150
Rat Ogres25
Hull destroyers150
warp raiders75
3xSkaven slavesShore fort150
warp raiders75Great Taurus50
3xSkaven slaves
Great Taurus50
Deathburner150
3xclanratsGreat Taurus50
3xRat Ogres75
Defence tower50
Deathburner150
3xclanratsDefence tower50
3xRat Ogres75
3xChaos Rewards75Total1000
Total1000
Battle for Lyfor Battle 118 battle honour
25 extra points

The Battle Honours won in the Battle of Lyfor Headlands allowed the Skaven to add Rat Ogres to the Doombringer.


The Skaven Pushed forward from turn 1, their Warp raiders with unreliable gearing were left floundering a few times however the tried and true water wheels allowed the Doombringer and Plague Burners to surge forward; some good shooting from the Great leveller turn 1 sank a Warp raider.


Turn 2 the Taurus turned in on the Skaven Formations flanks and proceeded to sweep the decks clear of Skaven slaves aboard the Warp raider squadrons.



Turn 3 the Skaven got the initiative and advanced its Centre into the teeth of Chaos Dwarf artillery. 


The Plague burners failed to kill any crews with the Censer, however the 5+ boarding strength from 3 Clanrats and Rat Ogre combo was enough to put down the Thunder Roller crew.


The Chaos Dwarfs then fired their Great leveller Damaging the Plague burners before the Skaven sailed forward with the Doom Bringer and rang that most terrifying bell. Rolling 2 6's and a 3 the Bells tune once again reached all ships like last battle, Sinking 2 Hull destroyers and doing 2 under the waterline damage to the Thunderfire battle barge as well as setting a fire in the boilers of the Great leveller, the bell also collapsed both towers and damaged the fort.


Following such a dramatic turn the Chaos Dwarfs countered by moving the Thunderfire battle barge into position in the hopes of sinking the Doom Bringer, getting 4 good shots in and damaging the hull and the front Treadwheel as well as getting a critical hit; a further roll on the captains chart getting a 5, however rolling 6 dice for the full crew complement not a single crew fell overboard drunk!


The battle concluded with a contest for the Black Fort, the first Plague Burner failed to kill any crew with its censer and the subsequent boarding action was turned away and the full crew killed in the melee. The second Plague burner closed and easily overwhelmed the tired Fortress defenders, the Rat Ogres and some Clanrat crew occupying the fortress.



The final actions of the battle were the Taurus riders diving onto the decks off the Doombringer trying to overwhelm the crews and kill the admiral, they died in vain.

Final thoughts

The Skaven List is so good once they're in close and fighting Hand to Hand, taking the fort also seals the fate of those dwarves under siege in Zharr-Mag-Rud.

Conquest of the Black Peninsula - Warmaster - 2nd battle of Throrki's fingers 1535ic

 


The year started with Espionage as always, the Chaos Dwarves purchased no spies however their influence with Clan Eshin was clear as all 5 spies sent out by the Skaven Vanished without a trace, taking their gold with them.
An envoy from the Skaven went to Anol-A-Luk, the Stubborn dwarves were going to have none of it, shaving the envoy and killing his entourage; the Skaven Envoy returned naked and shamed. The Warlord Throt Gutter Whisker had it quietly lead away to grow its fur back in isolation.

The Deep Chaos Dwarf incursion presented a problem to the Skaven as they moved to retake the lands ands put pressure on the Chaos Dwarf Capital. The Skaven Fleets moved to blockade the Groaning River that fed the Chaos Dwarven Capital.

Skaven Strategy during this year was to enforce a sea blockade, whilst moving the two banners to sure up the salient within their empire. The ultimate plan was to cut off the Invading Chaos Dwarven army from their own Empire with the anticipation of a devastating winter retreat at the end of the year. 

The Chaos Dwarf armies deployed along the outer edges of their salient and in their capital, unleashing great magics the chaos dwarves razed the walls of the fortress of Vers-Aisle, the settlement remained however to support local troops. The Skaven deployed east of Anol-a-Luk and in their capital, trying their hands at raising an army of the Undead to hurray the Chaos Dwarves garrisoned north of Throrki's fingers, they failed to chant the correct words.

The Campaign season opened with the Skaven and Chaos Dwarf scouts tussling over territories within the salient, the Chaos Dwarves turn 4 tried to push into the Territory west of Vers-Aisle where a significant Skaven force had gathered but the army failed to find the crossing points along the river suitable enough to bring their baggage across. The 1st Skaven Banner known as the 'Skittering warhost' Scouted the Chaos Dwarf banner revealing their size (in points) and engaged the Chaos host after Successfully navigating a crossing of the Dongrande River.


The Stage was set for a clash of arms between the Vying powers, the battle was to last 7 turns.

The Second Battle of Throrki's Fingers

















Simultaneous to the flanking and destruction of the Blunderbusses the Earth shaker cannon was also destroyed. The Skaven then rolled on the pursuit chart of the Mighty Empires book and came up with a '3' D6x50 further losses, however with their general dead a further d6 was rolled and the chaos dwarves lost a further 200points, leaving only a unit of Blunderbusses.

Battle losses


The Skaven were also mauled losing both plague monk units, a unit of clan rats and a unit of Rat Ogres.


The Next chapter of the Saga is to take place at the mouth of the Ithrag-Mun River, the Black Sea Entrance to Zharr-Mag-Rud (CD Capital), the Clan Fleets will now attempt to break and blockade the Chaos Dwarves.

Final thoughts

This battle was BRUTAL, the CD failed a number of important orders and only the tenacity and toughness of the dwarves but also some strong defensive terrain carried them. The Surprise bullcentaur flank charge was a masterpiece in Chaos Dwarf playing and Scott should be proud because scared the shit out of me. He almost made me rethink the whole attack and fall back.

My strategy to draw the CD into a cauldron and annihilate them would have been a great strategic manoeuvre but the tactical victory I made was just as good. I really made me think of the great potential this rule system has for integrating terrain and attrition into players strategies. Skaven are fun but I would probably not choose to play them again.





Saturday, April 13, 2024

Conquest of the Black Peninsula - ManOwar Sea battle of Lyfor Headlands - 1534ic

 The thrum of steam engines and the glow of Warpstone reactors, another year of campaigning and another battle takes place. The year 1534ic was not one for landlubbers.


 The Campaign season began with agents despatched across the land, Eshin Assassins tried to kill the Chaos Dwarf King Kruhk Bagranarhk; however the kings agents flushed the rats out and had them tossed into firepits.

The Dwarves on the other hand got much more for their trouble, paying off a yet still rooted warren of conspirators and traitors they managed to burn several barracks at the former Bretonian Fortress called 'Vers-Aisle' killing a number of clan rats. Saboteurs tried to burn down the fortress south of Vers-Aisle called Fontun-Brun, these traitors were caught and fed to the Rat Ogres.

The Campaign season begins

One Skaven Force focused all year on expanding south of Fontun-Brun, pushing south down the east coast. The other Skaven army pushed north taking the independent Dwarven fortress of Gon-Aluk with only 50 points in losses.

The Chaos dwarves pushed their main force into the centre of the Skaven empire in a south easterly direction with the intention of securing more revenue through slaves and taxes. A secondary force also explored the wilderness directly west of the capital.

Both Empires began building up their Fleets the previous season; a great Naval battle we inevitable. Eye witnesses confirmed the fleets as such:



Battle for Lyfor Headlands


As the two Skaven Fleets rounded the Lyfor Headland in column one behind the other; the two smoke belching Chaos Dwarf fleets came into view, situated several Miles apart the two Fleets were in a double line abreast with the obvious intention to prevent the Skaven fleet which was much faster from running the gauntlet or turning a flank. The first Skaven fleet moved directly from sailing line ahead into a double line with the Doom bringer in the centre.


Turn 1
The Chaos Dwarves maintained their Line Abreast formation, the Skaven Admiral Salt-Sniff assumed they intended to envelope his compact assault formation. Both Fleets moved steadily forward and the Great Taurus moved into the centre to support the ManOwar.


The Great Leveller fired a shell which fell slightly short damaging the lead Warp raider on the left flank causing it to lose its engines.

Turn 2


The Great Taurus flew forward, working their way through the Slave crewed Warp raiders. The Doom Bringer tried to fire off its Anti-Flyer Flame weapon but missed. The Great leveller fired again and Damaged the engines of the Centre Plague burners on the right flank.

Turn 3


Skaven remembered they had a grey Seer and attempted to cast:


The Grey Seer succeeded, but when rolled for all 4 crew checks came up a 1,2 or 3.

The Plague Burners pushed forward on the right Flank, The first successfully boarded a Hull destroyer, the Rat Ogres slaughtering the small crew of Chaos Dwarves and Slaves. Another with its unique gift from Nurgle being a Vomit cannon that causes -2 to saves, destroyed the Ram and Engine of the centre most Hull destroyer before a 3rd Plague burner arrived to board and slaughter the crew.


The Chaos Dwarves all battle could not fire their Thunder fire Battlebarge, the silence of its giant missiles allowed the Left flank to be rushed by Plague Burners.


The 2 left most Plague Burners killed the crews with the poisoned gases of the the Censor and the right Plague Burner easily overwhelmed the crew of the Thunder roller.

Turn 4

Skaven won the Initiative roll and attempted to cast this spell:
Intending to place the Chaos Dwarf Flagship in base contact with the Doombringer and its eager StormVermin Crew. The Skaven rolled a 1! and the Grey seer was forced to eat 5 more Warpstone to prevent a catastrophic chaotic mishap.

Taking first turn the Skaven Activated the Doom bringer with its bell that's been ringing all game, Rolling 5 dice a Double 6 was rolled with a total range of 22 inches.


What happened next was awe inspiring, the entire Chaos Dwarf fleet fell within range, losing 3 ships of the line to critical hits, and Each of the ManOwar: Great Leveller and Thunderfire Battle barge taking 3 of 4 below the water line hits meaning they only had 1 hit left before sinking themselves. What was more pressing though was the sheer ferocity and danger the crews and poisonous gases posed to the Chaos Dwarf fleet.


In the End the Chaos Dwarves lost everything bar their Great Taurus' and one Thunder roller a truly crushing defeat.

Defeat at sea
The loss of control of the northern coasts was a massive loss to the Chaos Dwarves, with the Skaven taking fortresses and towns right next to the heart of their Empire.


Where the Chaos Dwarves made headway however was in their thrust deep into the centre of the Skittervald Empire, there will have to be a strong response in the coming Season from the Skaven to secure their Land Empire, even if they can dominate the seas.

Mighty Empires - Gronbef-Afor - Orcish realm - Log entry 2

  The Empires expand! This session the Chaos Dwarves starved the defenders of Altenburg into another desperate sally to drive off the besieg...