Warhammer: The Old World

Garage Skirmishes - VC vs WE · 2000 PTS

Casual game · Updated 8/21/2026

Automatically translated from Polish
Final score
6—14
r0m avatar

Author

r0m · Created 8/21/2026

Battle recap

A friendly game in the garage to test our lists before the tournament. Deployment: Lucjan had a ton of small units so he easily out-deployed me. Not knowing which flank he was going to take, I set up in the middle, so that my flying units could eventually swoop over to wherever needed attention. Turn 1: I failed to get a reserve move off the spells, so I'm slowly trudging forward. In his turn Lucjan starts flanking with Wild Riders and Sisters on the flank where I only have Zombies. The units on the other flank hide behind the forest and the obelisk. Turn 2: On one flank things go according to plan - the Hexwraiths block the Sisters and the Wild Riders, and I additionally manage to land a missile and a scream on the latter, leaving only 2 of them. My centre stands and waits to see what the dragon does. On the other flank I lose the Zombies, and a slight under-run lets the Sisters hit the Fell Bats with an overrun (they rolled nicely). The Dragon flies up to the forest very close to me. Turn 3: Things start getting interesting. This turn I also make mistakes that were crucial for the course of the game. Let's start with the right flank, where the Sisters are fighting the Fell Bats. The spirit of the forest clearly inspired them, because 4 of them cut down 6 Fell Bats (wtf, that's 12W :D) without losing a model. In the middle of the table all my screamers move up to the dragon with the intention of screaming it to death. The Dragon gets all the debuffs, including -5 Ld. But I forget that it has Evasive and can safely run away from the screams :) My Vampire charges the Wardancers, kills the champion and decides not to chase them, but to hunt the Wild Riders instead. Another mistake here, I should have finished off the Wardancers first and only then gone after the Wild Riders. On the left flank the Hexwraiths kill the Sisters and run into the Wild Riders. Unfortunately they get counter-attacked by Orion. Turn 4: Another costly mistake. I move the Guard forward thinking I'll take a charge from the dragon and the dancers, but then I'll resurrect and we'll just stand there with a balance rather favourable to me. Carelessly I move up an inch too far, so Orion can see me through a gap in the forest. I get sandwiched from all sides - dragon, Orion, hawks and dancers. 2 Grave Guard are left (awful saves and regens) :) I land a few wounds on the dragon. The Vampire goes after the Wild Riders. The last Wild Rider on the left flank takes 2 screams and survives :) Lucjan's Sisters go for the baggage train, Turn 5: The drama continues, because it turns out that, sandwiched from 4 sides, I have no room to resurrect the Guard. The backup plan is to kill the dragon, which has 5 wounds left. A total of -5 Ld lands on it. 3 screams go in. The result? 2 wounds dealt... And it turns into a mess, the Guard die, the dragon flies off to safety and doesn't even give up half its points. Orion turns around and is ready to charge the Banshee and the Mortis Engine. Luckily the Vampire kills the Wild Riders. Turn 6: Mop-up. I lose the Mortis Engine and the Zombies. The Terrorgheist kills the Wardancers. In the end I kill 2 units of Wild Riders (minus 1 guy....), the Sisters, the Wardancers, and some junk. I lose everything except the Vampire and the Terrorgheist. I win a lot on strategic locations, but Luc takes the baggage train. 6-14

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