Whack-A-Rat! – A multiplayer Age of Sigmar battlereport

Somehow we end up playing multiplayer games half of the time when do Age of Sigmar. I’m not sure why that is the case. Nonetheless, this clash between Beastmen, Chaos and Skaven (or Chaos, Chaos and Chaos) was another evening well spent in the Mortal Realms.

The scenario was objective based, each army wanted to put claims on a good-sized chunk of magical crystal (2 Vp). With the forces entering by portals and gnaw-holes the entry points are strategically as important as the warpstone loot. If your home objective was claimed you would loose one victory point, and if you claimed another’s objective you would gain 3 Vp. (You don’t get anything for holding you own.) The player with most models within 3″ it has an objective.

With three players we wanted equal ranges to  both the central objective and both opposing players. Playing on a 6′ x 4′ table this turned out as seen in the first picture. Two players get corners, an approximately 13″x 4″ area followed by a quarter-circle with 13″ radius, and one get a half-circle of 13″ radius at the center of the opposing long table edge. The objective is placed roughly 4/5 up the central line to make it equidistant to the deployment zones.

The game ends on 1-2 turn 5, or on 4+ turn 6 leaving some uncertainty when to charge and when to take a punch.

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Deployment. The Skaven forces emerge from theur gnaw-tunnels in the top left corner of the photo. The beastmen come from the top-right corner, while the daemons pour in from the dimensionless portal of the lower edge.

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When the Skaven run up the lethal puddel prove to be a real annoyance. The Rat Swarms bring a friend (love it already). The Plague Claw catapult has no flesh-meat in range.

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Similarly, the Daemons divide their forces while trying to remain hidden behind his Castle. Another group of three fiends are moving up to contest the Skaven objective.

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The pace of the others is sluggish as the beast herd stampedes over the hills towards the fray.

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The Skaven forces lurk in the safe shadow of the Tower. The Rat Ogres use the lesser rats, and the Plague Monks the lesser Clanrats, as meat shields, goaded by the pack master, enfrenzied by the Plague Priest. The warlord on his brood horror is ready to support the rat swarms in case they cannot hold against the three creatures. Oh, and the Rat Swarms bring another bunch of friends to the party.

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Not wasting a single blink of any eye the beastmen charge into battle. The Rat swarm is assaulted by a large heard of bestigors, while the centigors need a chug before they get stuck in (failed charge).

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Meanwhile, Bestigors and a Ghorgon are ready to whack face under the whittling cover fire provided by the ungor ambush.

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The rat swarms bring in a friend to the party as the fiends are getting close even as the daemons still hide their nose. The Plague Monks overlap and absolutely slaughter the gors with the help of a withering curse from the Priest.

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The clanrats in turn work through the centigors, with a command from the warlord to gnash-gnaw at their bones!

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#grindingdownthefoe with minotaurs uncertain if they should stay or should they go now

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But the daemon grind is on to. With fiends grinding their bodies against that of the Ghorgon. The Bestigors, blessed with arcane shields, take on five Blightkings (also shielded and in cover).

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Still the daemons will not commit to the fight (probalby fascinated by the reproduction rate of the rat swarms). The Plague Claw’s shots fire wildly off target or fail to soak them in pestilent broth virulent enough to do any harm.

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Another (blurrier) image of the daemonic positions.

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It’s a charge! The fiends have watched enough already and jump in. They manage to kill only a single rat off a swarm, which still leaves as swarm with one less rat, and take worse damage in return. The swarms with one less rat are relieved.

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The daemons charge up the field, ready to contest the home objective of the beastmen (top right, Fiends of Slaanesh) and counter the incoming clanrats (left, Daemonettes).

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Not before long there is only one fiend left, and five rat swarms with three less rats.

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The nearly undamaged verminous horde make a frenzied charge towards the daemonic home base. Well not really, as the snake eyes hit the clanrats and the plague monks are to tired after all the shouting.

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The Minotaurs try to kill off the greater daemon but are too wild to actually reach the flying daemon.

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The last sucker proves to be very resilient. But the rats are many, and all are there.

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The clanrats are finally in melee with the daemonettes. Unfortunately they are the chargees this time. Not quite according to plan.

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The deamons hold the Beastmen objective while the Lord of Change changed the plans of the Minotaurs and plays peek-a-boo with them instead.

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Finally, the rat fest is over and the fiend is dead. But the rat swarms bring a friend to the afterparty.

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The Plague Monks prepare for a last minute charge to take the daemonic objective.

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But the minotaurs go for a maneauvre and try to take the central objective.

 

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That ends with a large combat in the middle, slowly destroying the remnants of the giant rats while the pack master valiantly plucked away a minotaur. The plague monks use all of their bells and whistles available to them (banners, gongs, books, tomes, letters, and review articles) to really lay down the hurt on the blight kings and the Masque. In the end they got them…

That would certainly look like a Skaven victory at 3 Vp against 2 Vp for the daemons (Beastmen objective 3 VP, home taken -1). The initiative system works nicely in multiplayer games as one nevern knows what is coming. Age of Sigmar is also dynamic enough to make up very fast games. As for the scenario, I liked the duality of actually needing to defend one’s own objective – slightly different than simply holding it and scoring something for it. This way one could try to block off incoming contestants with tar pits, or just cut them down as they hit the front line – no one needs to stay to protect and hold the home base if you are cocky.

As for Skaven, I like them thus far a bit more, ruleswise, than the Highborn Aelfs. Their command abilities give something more concrete while a myriad of units somehow give more options. But that does not mean that it makes the Aelfs intrigue me any less…

 

 

 

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