"Two Cults for Traubensaft Tag" aka "Burn the Vineyard"
Battle Report
set in the vineyards near Bogenhafen
by Nikolai Ruskin 11/23/2008
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"Two Cults for Traubensaft Tag"
by Chris Lackner


It is almost time for Traubensaft Tag (grapejuice day) - an annual celebration of wine. Bogenhafen's Merchant Guilds will likely earn a great deal of money during the festivities... but these aren't the most prosperous of times.

The Steinhager family has paid The Cult of the Horned Rat to sabotage the Haagen winery.... and the Haagen family has paid The Black Meadow to sabotage the Steinhager winery. Unfortunately for the citizens of Bogenhafen - The Black Meadow has little experience with controlling Daemon summoning, and The Cult of the Horned Rat is just a pawn in the Skaven's game.

A Skaven army from Reikwald Forest attacks the Haagen winery... just as a summoned Daemon host causes destruction at the Steinhager winery. The two unleashed forces combine and threaten to destroy the town. Bogenhafen's troops must defeat the invaders.

DEPLOYMENT & TURN 1

Attackers take Turn 1: As seen from a passing warhawk rider, the evil armies advance piecemeal in an unorganized mob, presenting easy targets for the cannons and hand gunners scattered across the field.


Treachery!


The Cult of the Horned Rat springs it's deadly trap upon Varik, Master Wizard of the Shadow order. Fortunately, the sorcerer managed to avoid the opening volley of arrows, and used the "Steed of Shadows: to transport himself to a nearby unit of Pikemen. This was the first of two militia units secretly chosen by the evil players to betray the Empire on a designated turn. Now it remained to deal with these scum and see when the Black Meadow would reveal themselves...

The Skaven horde advances toward the villa of Don Giovanzana, and a hail of fire from the gunners positioned within. An initial attempt by gutter runners to immolate the prized vines in the Don's personal garden failed as the warpfire fuel pot was hurled off target.

 

 

 

 

 

 

 

 

 

"Shhh! They're coming!"


Huntsmen sneak through the vines, waiting for the order to strike, while brave knights prepare to sweep the right flank clear of the foe. The visitors from Stirland hoped to disrupt the enemy advance and screen the knight's approach from Jezzail fire.


 

 

 

"Let 'em get closer... just a bit closer"

The huntsmen bide their time as ratmen swarm past. Skaven Poison wind globadiers take the opportunity to poison the wine vats as they go.

 

 

 

 

 

 

 

 

Below: The Empire Captain encourages his men as the Daemon Vanguard approaches, lead by the Masque and a Heral of Slaanesh who use the vineyards to cover their approach.

 

On the left flank

A Hellblaster Volley gun crew spots the Masque in the vines and lets loose a barrage of 16 shots... which fail to inflict a single wound. The Herald of Slaanesh is not so lucky, for the great height of his mount allows spells and missile fire to single him out, though none could finish him off just yet...

 

 

 

Traitorous Black Meadow!

In the 2nd evil turn the crossbowmen reveal themselves as the Black Meadow and spring a suprise attack against Captain Urstman's bodyguard of knights, charging them in the left flank. This ends up working against their Daemon masters however, when they break from combat and are run down by the knights who pursue them in to a pack of flesh hounds that are ravaging the Empire lines.

Assault on the Orchard

"Look out men, they're coming through the orchards!"

Crafty gutter runners hide amongst the apple trees, while a group of flamers take up position and begin firing upon General Crispin and his unit of spearmen (who also guard Captain Olav the bearer of the army's Battle Standard). The General wastes no time ordering an assault upon the orchard, with the visiting Marienberg militia covering the spearmen's flank as they advance. By the end of the fray, the spearmen took heavy losses, but drove through the orchard, clearing Daemon and ratmen alike.

 

 

 

 

Poisoning the Wine

Prior to the battle, vineyard workers had been hurridly preparing for the coming festival. As the evil armies advanced, the peasants fled to the safety of Bogenhafen, leaving vats of wine and grape crushing barrels scattered about the vineyard. Here, a swarm of giant rats over takes and befouls one of the crushing barrels.

Bloodletters Surge Forward toward the strongest part of the Empire's line. Swordsman, flagellants, greatswords, and pikemen prepare to meet the advancing daemons, hoping to pin them down for a flank charge by the nearby knights...

From the roof a storm of bullets and magic rains down on the foe, causing some of the skaven to loose their nerve and flee the field. The celestial wizard Tildier takes down the herald of Slaanesh with "Uranon's Thunderbolt".

Taking up position in Don Giovanzana's Villa was a logical yet risky descision, as virtually all of the terrain features in this battle could be set ablaze by flaming attacks, as well as many Warpire fuelpots crafted by Clan Skryre and distributed among the leaders and unit champions of the skaven. The nigh- impregnable villa came through unmarred in the end, save for a few wine stains on the Cathayan rugs from reveling handgunners during the post battle celebration.

Above: Gunners unleash volley after volley upon the vermindtide, routing some of the advancing horde.

"Save the Wine!!"

Drunken Free Company hold thier ground against the ferocity of charging fleshounds. The Free company always fight better when they've been given a bit of spirits before the battle, and these men obviously had their fair share, fighting to the death against the beasts. Due to consuming a vat of ale, they were immune to psychology. Empire units in close proximity to Wine Vats had to pass leadership tests or be forced to roll on an effect chart, with risks and benefits ensuing.

Charge against the Masque
Left Flank: Turn 3

Captain Urstman's knights pursue the Black Meadow traitors in to the rear of the advancing fleshounds, failing to inflict significant losses, but clearing the way for a brave group of pistoliers to charge the Masque, a notorious daemonette leading the chaos horde.

The Daemon General is slain!!

The charge of the pistoliers tramples the Masque, leaving her body broken and bloody in their wake, while the bodies of Urstman's knights and horses are flung aside by the fleshounds behind them.

 

 

 

 

 

 

 

 

"For Sigmar and the Emperor!!"

The Huntsmen spring out of the vineyard and assault the skaven Jezzails team as fleeing ratmen scurry past. The jezzails wisely pack up their guns and flee the battle.

 

 

"Behold the might of the Empire lads!"

Artillery crews loox on from the hill as the Knights, Halberdiers and Flagellants perform a combined charge on the massive unit of Bloodletters to sieze control of the right flank...

 

The Prohet of Doom leading the flagellants faced off against the bloodletter's champion, and as 3 of his brothers flung themselves upon his challenger, he dealt a flurry of crushing blows, pulping the damon's skull. A combined 18 wounds were inflicted in the ensuing combat, denying any counter attack and scoring a total of 21 points for combat resolution. Needless to say, the bloodletters exploded in a shower of gore, flung back to the warp from which they were spawned!!!

"Bogenhafen is saved!! The Empire prevails! LONG LIVE RAVENSWOOD!"

Aftermath: though the game lasted no more than about 4 turns, I was very sad that we ended up using NONE of the awesome flame counters I prepared for the inevitable burning that was supposed to occur. I believe this is owed in part to lack of trying on the attacker's part, but also in part to our last minute descision to make it harder to light things on fire. In addition the rotting effects of the nurgle army on the vineyards and orchards was not fully exploited, which could have been producing free nuglings during the game. Another moment worth recounting was the mortar crew's direct hit on a Herald of Nurgle and his unit of Plaguebearers, which resulted in about 14 hits but no casualties (reminding me that shooting at Plaguebearers with a herald is futile). We may add a few more notes to this battle report later, but that pretty much sums it up for now. i hope you enjoyed reading it as much as we enjoyed presenting it!!

-Nikolai

THE END for now...

SCENARIO SPECIAL RULES:
written by Chris Lackner and Nikolai Ruskin, 11/2008

Two Cults for Traubensaft Tag
It is almost time for Traubensaft Tag (grape juice day) - an annual celebration of wine. Bogenhafen's Merchant Guilds will likely earn a great deal of money during the festivities... but these aren't the most prosperous of times.

The Steinhager family has paid The Cult of the Horned Rat (a group humans in league with the Skaven) to sabotage the Haagen winery.... and the Haagen family has paid The Black Meadow (a chaos cabal) to sabotage the Steinhager winery. Unfortunately for the citizens of Bogenhafen - The Black Meadow has little experience with controlling Daemon summoning, and The Cult of the Horned Rat is just a pawn in the Skaven's game.

A Skaven army from Reikwald Forest attacks the Haagen winery... just as a summoned Daemon host causes destruction at the Steinhager winery. The two unleashed forces combine and threaten to destroy the town. Bogenhafen's troops must defeat the invaders. Luckily, a High Elf army has come to participate in the Traubensaft parade.


ARMY SELECTION:
2500 pt armies. The Empire army must include at least 5 units of Militia, which may be detachments or independent units. See “Two Cults” below for further details.

SPECIAL RULES:
The celebration is commencing in three days and the anticipation of the festivities has impacted the coherency of some soldiers defending the town.

WINE VATS
Any Empire or High Elf unit/model that ends its movement within 6” of a wine vat must pass a Ld test or drink some wine and may do nothing else for the remainder of the turn.
Roll a D6:
1-2 Unit becomes Stupid for the remainder of the game.
2-3. Unit becomes Immune to Psychology for the remainder of the game.
4-6. The unit becomes Stubborn for the remainder of the game.


POISONED WINE
Any Skaven or Nurgle unit/model that ends its movement phase in contact with a full wine vat can decide to poison the wine and do nothing else for the remainder of the turn. Mark the Vat with a Poison token. All models in a unit that drink from this vat must pass a T test or lose 1 wound with no armour save... but still get to roll their D6 as normal.

”BURN, BURN, BURN!!”

Burning the Town: Destroyed + 100VP Scorched (below ½ W)= + 50vp
Forest: T 6 W 10
Vineyard: T 4 W = # of vines in vineyard (average of 4-6)
Orchard: T 4 W = # of trees in each orchard (8 each)
Building: T 6 W 10

Any fire based attack can be targeted against terrain features designated as flammable.
Any flame based spells that target units in flammable terrain, also risk setting a blaze.

Each hit scored by a fire based attack will set a blaze on a 5+.

Every turn a terrain feature is aflame it and any unit in contact take D6 S3 hits during the Shooting Phase.

TORCHES are carried in to battle by Skaven Clanrats, Stormvermin, Gutter Runners, Night Runners, and Pack Masters, and skaven characters who may throw them at flammable terrain within 1” (no LOS required). A unit throwing torches may ignite flammable terrain on the roll of a 5+.

WARPFIRE FUEL POTS
Any Skaven unit champion or character may be equipped with WARPFIRE FULE POTS for an additional 10 points per pot. These count as an enchanted item, and count toward the normal allotment of magic items, with champions allowed a maximum of two pots.

A model equipped with warpfire fuel pots may use them like a thrown weapon with a range of 8”, using the scatter and artillery dice to see where the pot lands, using the small template. Any models touched by the template take a S4 hit.
WARPFIRE FUELPOT MISFIRE TABLE: LG TEMP
1-2: SELF lg temp on model –unit takes panic
3-4: fumbles 2D6 plus scatter die, use lg template
5-6: HITS TARGET with lg template. Causes double dmg. on terrain

Such is the intense flame generated by these weapons that ANY flammable terrain feature hit by one will be set aflame on a 2+.

“VINEYARDS BLIGHT AND VINEYARDS ROT!”
Any Nurgle unit/model that ends its movement phase IN CONTACT WITH a vineyard, orchard or field will cause it to rot. Each turn spent in contact causes the rotting terrain to blacken and fester, causing D6 S3 hits to the terrain feature at the end of each Nurgle magic Phase.
In addition, roll a D6:
In addition, roll a D6:
1-2: One nurgling base is generated within the terrain feature, which must remain in the terrain until it has completely rotted, at which point a unit is formed from the newly created nurgling bases.
3-4: Any non Nurgle unit within 1” of the terrain must pass a T test (using the lowest T in the unit) or it takes D6 S3 hits with no armour save.
5-6: Any non Nurgle unit within 8” of the terrain must pass a T test (using the lowest T in the unit) or it takes D6 S3 hits with no armour save.

TWO CULTS

The Skaven and Daemon player each secretly designate one unit of militia to be their cult, and separately choose the turn in which the traitors will strike. This information MUST NOT BE REVEALED TO ANY OTHER PLAYER, INCLUDING THEIR ALLY. At the Start of the designated Daemon & Skaven turn, they must reveal their minions, who then come under the control of the Daemon / Skaven player. As the cults are in opposition, once both are revealed, they must charge the other cult unit if they are able the start of ANY subsequent turn, friend or foe (as per the rules for frenzy).


VICTORY POINTS:

Evil armies:
Each Vineyard of Orchard below ½ wounds = 1 VP
Each Poisoned Wine Vat= 1VP

Empire Army:
Each Vineyard of Orchard above ½ wounds = 1 VP
Each Wine Vat Saved = 1VP

There were 9 vineyards, 2 Orchards, and 9 Wine Vats on the table, plus a bonus point for destroying or protecting the prized vine (growing on the wall of the Villa T=4 W=1).

Empire Army Lists: (2500 points x2)
(coming soon)
Skaven Army List:
(coming soon)
Daemon Army List:
(coming soon)