Battle Report – Seamus vs McMourning (Guild)

Strategy: Interference

Deployment: Corner

Scheme Pool: Convict Labor, Hunting Party, Take Prisoner, Detonate the Charges, Set Up


  • Seamus, Sinister Reputation (1), Mad Haberdasher (2), Red Chapel Killer (1)
  • Madame Sybelle, Bleeding Tongue (1), Decaying Aura (2)
  • Datsue Ba, Spirit Beacon (1), Spirit Whispers (1)
  • Yin the Penangalan, Unnerving Aura (1)
  • Rotten Belle
  • Rotten Belle
  • Copycat Killer
  • McMourning, Plastic Surgery (1), On the Clock (1)
  • Sidir Alchibal, Promises (1), By Your Side (1)
  • Francisco Ortega, Wade In (1)
  • Pale Rider
  • Guild Austringer
  • Brutal Effigy
  • Watcher
  • Zombie Chihuahua

Seamus: I chose Detonate the Charges and Convict Labor, working on the assumption that I could probably score 1 point from Convict Labor, then draw in models who would try to prevent me scoring it a second time, then Detonate the Charges on those models. My crew selection was more or less mandatory based on my models available. Madame Sybelle is the best beater of the three Henchmen / Enforces that I had, so it seemed a good plan to give her the aura denying Soulstones for healing.

McMourning: He chose Detonate the Charges and Hunting Party, given that I had three good targets and would be summoning Seishin and possibly more Belles.

I won the flip for deployment and opted to deploy second (to ensure Seamus was out of LoS). He deployed in the southeastern corner, mostly in the forest. Sidir and Francisco are on the west side, and the Pale Rider and Watcher on the north side. All the rest were arrayed in-between.

I deployed in the northwestern graveyard. Seamus and the Copycat are tucked behind the wall, with Madam Sybelle in the gateway (ready to whip Seamus into compliance). Two Belles are just south of the wall, with Yin (on the 40mm base) to the east. Datsue Ba is on her own beside the eastern Mausoleum.

There was lots of blocking cover for Seamus’ back alley, but also lots that blocked line of sight. With the trees in all corners it made it harder to maneuver for dropping scheme markers out wide, something that really comes into play late game as you’ll see.

Start of Turn 1

After Deployment

Turn 1

TLDR: Nothing died. We all spread out.

I had an average spread of cards (2 weak, 3 moderate (1 of which was a 10), 1 severe), but opted not to stone for cards because we were deployed so far apart. In hindsight this was a mistake because it meant that Seamus was not as effective as he could have been. The turn was mostly uneventful, with both sides pushing out. Madame Sybelle whipped Seamus and used a Soulstone to get the Comply trigger so that he could Back Alley, then she moved up and called a Belle. Both Belles pushed forward, as did Yin. Datsue Ba moved east and summoned a Seishin. The Copycat moved over to where Seamus was, shot at the Pale Rider and missed and then walked behind another building. Seamus had already Back Alley’d out to the east behind the center building, but bad positioning meant the Pale Rider (who had pushed up) could see him – I didn’t realize he was Ht 3, so I couldn’t block LoS with the Seishin. Seamus dropped a scheme marker and walked around the building.

My opponent moved Sidir and Francisco west, pushed north with Pale Rider and Watcher, and the chihuahua bit McMourning to load him up with Poison – he pushed out west with the two Henchmen. The Brutal Effigy and Austringer moved west more slowly.

My models (in white) form west to east: Belle, Sybelle, Belle, Yin (partially concealed by the house), Seamus, Seishin, Datsue Ba, Scheme Marker, Copycat Killer.

His models: Francisco, Sidir, McMourning (hidden beside Sidir), Scheme Marker (red), Austringer, Effigy (hidden beside Austringer), Chihuahua (in the forest), Pale Rider, Watcher (behind the caravan).


After Turn 1

After Turn 1

Turn 2

TLDR: I got aggressive, but was thwarted by better cards

I had to stone twice (yes, cheating I know (now!)) for cards but ended up with a 6 and 9 thru 13 in various suits. McMourning walked around the building and charged my belle, ending up on top of the crates beside her. She weathered it like a champ, and went down to two wounds. She tried to undress to slow Francisco but Sidir stepped in to take the duel instead – it mattered not, as she failed to cast with a mighty Ace of Crows. She dropped a scheme marker – I’m not sure how, but I’m guessing McMourning must have been no longer engaged due to a push.

Sybelle took advantage of McMourning being out in the open to summon the belle back to her side and take a couple of Shriek attacks on McMourning. Both hit and damaged and McMourning dropped to 5 wounds, Sybelle’s Aura upgrade stopping him from reducing the damage. However, I totally forgot that it prevented him from healing as well, which ended up mattering later.

The Copycat Killer went into base contact with Seamus and took a couple of pot shots at McMourning – these were rebuffed by my opponent’s high cards. The Austringer took out the Seishin, and my Belle on the western side pushed up behind the building and dropped a scheme marker. The Brutal Effigy unloaded into her and flipper a red Joker for damage, which really hurt! Francisco moved up and pew-pewed at Seamus, doing around 6 wounds.

I was holding back with Seamus to see what he did with his Pale Rider, as this was the best turn I had to be able to shoot that guy dead. Datsue Ba moved into the forest in the northeast and dropped a scheme marker near the center line, summoning another Seishin. Sidir pushed forward and shot at Yin (I think) with no effect, other than to make her mad and have her charge McMourning, getting Francisco in range too – McMourning’s push shenanigans enabled my opponent to get out of that easily though at the end of the turn so I probably should have just charged Francisco – but was unable to do any real damage. Gnawing Fears was countered again by a good card from my opponent’s control hand.

The Pale Rider moved in between the two houses on the east side and up into the northeast quarter, looking to claim a quarter for interference, but my slow Seishin moved over and engaged him to counteract his presence. Seamus finally activated and dropped a scheme marker, focused and shot McMourning but was vanquished again by superior cheated cards and was unable to zero action because nothing with a body had yet died!

At the end of the turn McMourning pushed out of combat underneath northwestern house in the center. We each scored a point for the strategy – I controlled the northern half and he the southern – and I revealed Detonate the Charges, scoring a full three (one marker got both McMourning and Francisco, and the other got the Pale Rider), as well as scoring one for convict labor (scheme marker in the northeast forest, under Seamus near the center, and by the southwest house). My opponent revealed Hunting Party and scored one for my Seishin.

My models, from west to east: Madame Sybelle, Belle, Belle (under the southwest house), Yin, Copycat Killer, Seamus, Seishin, Datsue Ba (in the northeast forest).

His models, from west to east: McMourning, Sidir, Francisco (just visible beside the central southern house), Brutal Effigy and Austringer hidden to the south of that same house, Chihuahua beside the red scheme marker, Pale Rider and Watcher (who is hiding on the corner of the northeast house and did nothing notable)

After turn 2

After turn 2

Turn 3

TLDR: Mistakes were made. Some stuff dies. The interesting turn.

I lost initiative again (spoiler: I always lose initiative against this opponent – I put it down to him being English and me being Irish and it just being part of the laws of nature).

McMourning dropped a scheme marker charged the Copycat Killer and murdered it in short order. The belle beside Sybelle moved up and lured McMourning out of combat with Seamus (and healing him into the bargain) – my intent was to shoot McMourning with Seamus and finish him with Sybelle, but I mis-measured and McMourning walked into engagement range with the belle. Francisco unloaded into Yin and killed her. Datsue Ba summoned another Seishin in base contact with the Pale Rider to prevent it from pushing out of combat, and then focused to kill the Watcher and turn it to a Gaki. With hindsight, I should have used a stone to summon an Onryo, because even though they’re only Wk 4, with all the severe terrain nearby they would probably have been more maneuverable.

The Pale Rider murdered a Seishin and then pushed out of combat and walked into the forest to drop a scheme marker,  block a scheme marker of mine and to be in engagement range of Datsue Ba. The living Seishin moved into base contact with the Pale Rider and took an ineffective swipe. The Chihuahua moved up to the fence near the center. Madame Sybelle charged McMourning and again brought him down to nearly dead (he had healed a bunch by this point). The Austringer delivered orders to McMourning to push him out of combat and have him drop a scheme marker. I moved the belle on the far west to try to intercept Sidir and prevent him from getting to the scheme marker (she was slowed from a previous attack, not sure which), but he was able to move past and get in range of the scheme marker to prevent my points. Finally, the Gaki moved down toward the the northeast corner.

At the end of the turn, my opponent revealed Detonate the Charges and removed the scheme marker near Datsue Ba and the one near Sybelle and the Belle to score the full 3 points. He also got a point from Hunting Party for the dead Seishin. We each scored a point for the strategy because both Sybelle and the belle were slightly over the center line, which meant he controlled both western quarters and I controlled both eastern ones. The score was now 6-6.

End of turn 3. Sorry, forgot to take more photos.

End of turn 3. Sorry, forgot to take more photos.



Unfortunately my memory gets fuzzy here because it was after midnight. I don’t recall what happened in Turn 4 vs Turn 5 (shame on me for not having more photos). I know we each score one point for Turn 4, with his from the scheme and mine from the strategy. I will combine the description of both turns into this Endgame section and go model by model.

Belle 1 (by Sybelle): gets killed by McMourning in close combat, but managed to slow Francisco in turn 4.

Belle 2: gets killed by Sidir

Sybelle: McMourning and Francisco double team her and take her down in turn 5 when I had no stones left. I stoned twice for cards in turn 5 having drawn a handful of weaks (which I now know I’m not allowed to do, thanks Kirby!), and then my last stone went on trying to win initiative when my opponent flipped a 7 – I failed.

Seamus: Kills the Brutal Effigy and Sidir to be the last model standing in the southwest quarter. Failed to summon a belle on the last turn of the game (no stones and no card in my hand) to allow me to ensure control of the quarter, which meant that Datsue Ba had to come and lend a hand.

Datsue Ba: Summons another Seishin as the last activation of the game to block McMourning from pushing into the southwest quarter from his poison ability at the end of turn, and moves into the northwest quarter to ensure that I score 1 point from the strategy there. I did forget to try a disengaging strike on the Pale Rider (the Seishin went first and failed so the Rider walked away) when in engagement range.

Seishin: Constantly engage with the Pale Rider so that he didn’t count for Interference, thus showing why the strategy is so-named.

Gaki: Dropped a scheme marker in the very north east corner and avoided dying so that I scored my scheme point for Convict Labor turn 4 and my strategy point turn 5.

Annoyingly his Zombie Chihuahua came out from behind the fence and sat on the scheme marker in the center of the table to deny me my extra point from Convict Labor, and Datsue Ba didn’t have enough actions to be able to guarantee the tie and take a swipe at the Chihuahua and hopefully win the game. If Seamus had summoned the belle then I could have potentially managed it – it was all so close!

Turn 5 he scored a point for Hunting Party giving him max for both schemes and 2 for the strategy. I scored another point for the strategy at the end of turn 5 bringing the final score to …

Final Score: 8-8

Lessons Learned

Decaying Aura is a strong upgrade choice for Madame Sybelle, but I need to keep a stone or two to keep her alive. I like using her to whip a Belle or Seamus into complying.

Datsue Ba was tactically excellent, and being able to summon that Gaki off a weak model was a great choice. Will look for low wound targets for that in the future. Seishin are annoying as hell for helping control quarters.

Yin died too soon as being able to push out of combat made her less effective and left her exposed.

Seamus needs a good control hand on any turn where you need him to move a lot e.g. turn 1 and still do something. However, I think I protected him well. I didn’t protect the Copycat Killer anywhere near as well, exposing him to a charge where I should have kept him more at the sideline.

Rotten Belles continue to be excellent value for their cost, but I’d like to try taking one and a nurse for more utility.

Battle Report: Wood Elves vs Lizardmen @2500 pts

This is my first battle report (finally!) after discovering some local Warhammer players and getting together for a few regular games. Given the amount of effort involved in creating these reports, I can see that I really need to write some more code for Herald to make this job much easier! This was a 2500pt battle, and I was playing with my Wood Elf army.

Wood Elf army

Lords: 625

General (Spellweaver): Dispel Scroll; Level 4 Wizard; Lore of Beasts.
Treeman Ancient: An Annoyance of Netlings.

Heroes: 318

BSB (Noble): Asyendi’s Bane; Hail of Doom Arrow; Dragonhelm; Battle Standard; light armour.
Noble: Potion of Foolhardiness; Armour of Fortune; Dragonbane Gem; Great Eagle; spear; light armour; shield.

Core: 766

10 Glade Guard: Lord’s Bowman; Musician; Standard Bearer; Banner of Eternal Flame.
10 Glade Guard: Lord’s Bowman; Musician; Standard Bearer.
10 Glade Guard: Musician; Standard Bearer.
10 Glade Guard: Musician; Standard Bearer.
8 Dryads
8 Dryads

Special: 402

6 Tree Kin: Tree Kin Elder.

Rare: 385

Great Eagle
Great Eagle

Lizardmen Army

Lords: 380

GENERAL: Slann (Sotarkesh): Lore of High Magic
Magic Items: Channeling Staff
Disciplines of the Old Ones: Harmonic Convergence and Focus of Mystery

Heroes: 339

BATTLE STANDARD BEARER: Scar-Veteran (Kai’Que):) BSB, great weapon and Light Armor
Mount: Cold One; suffers from Stupidity.
Magic Items: Stegadon Helm of Itza, luckstone, and Ironcurse Icon

Hero: Saurus Scar-Veteran (Kro’Qua): Great Weapon
Mount: Cold One; suffers from Stupidity.
Magic Items: Gambler’s Armor, dawnstone, and Potion of foolhardiness

Core: 625

30 Saurus Warriors with full command.
30 Skinks; javelin and shield with musician.
15 Skink skirmishers with blowpipes.

Special: 592

6 Chameleon skinks.
3 ripperdactyl riders.
26 temple guard with full command.

Rare: 564

1 Salamander with 4 skink crew
Ancient Stegadon with unstoppable stampede
Ancient Stegadon with unstoppable stampede


The terrain in this game was set up by an independent player, who I think took pity on me and put two Forests on the board. I won the roll-off for choosing board side and took the side with the Forest on it, and deployed a third Forest in my deployment zone. There was a Watchtower on my side also, worth 100 VPs, and the statue on my right flank was a Sinister Statue that shot beams out of its eyes at anything within 6″.

Before deploying, I made a bit of mental checklist on what I wanted to do:

  1. Whittle down his slow combat blocks with shooting
  2. Try to get his units in or near forests as much as possible
  3. Keep the Ripperdactyls away from my General
  4. Use my Treekin and Treemen to hold up his Stegadons, and use my Eagle Noble to provide support
  5. Hold the Watchtower

Deployment by godswearhats, on Flickr

I popped the Dryads in the Watchtower, the other unit over on the far flank, and deployed Eagles and Treeman behind the center Forest, all while waiting to see which flank my opponent would deploy his big combat blocks. Knowing his army ahead of time really helped me here, because I knew it would take him a long time to reach me with slow moving Saurus. When put his Saurus and TG blocks down, I set up my Glade Guard down a narrow channel, with my Treekin, forcing his large blocks to either go through the forest or down a narrow channel where I’d be able to shoot at them as they advanced.

It’s worth pointing out that we were a good two hours behind schedule at this point, so the game went into the wee hours of the morning. A lot of that was my unfamiliarity with the rules and taking too long to make decisions. If I’m going to compete at the tournament this weekend, I’ll need to be much faster at these things. This also explains why some of my memories are a little muddied.

Rolling for spells I got Transformation of Kadon, Savage Beast of Horros, Flock of Doom and Amber Spear. I traded Flock for Wildform. His Slann was rocking High Magic again, so got all those spells. The Ripperdactyls have a special toad which got placed on my Treekin unit (this gives them extra buffs against the Treekin).

Turn 1

My opponent won the roll for first turn and the bulk of his army pushed forward. The Ripperdactyls came down on the left flank, poised to charge into either the Treekin or my vulnerable Glade Guard bunkers, and inviting a charge from my Eagle Noble. The winds of magic came up as box cars (12), and my opponent cast a few High Magic spells. His buffs went off, but anything directed against me was either dispelled or ineffective. (This was probably the best roll my opponent got all night: after that, his dice luck went downhill.) The Chamelon Skinks killed one of my eagles with their poisonous blowpipes and his Stegadon had a bow up on top that shot and missed my archers.

In my turn the noble charged into the front of the Rippers, quaffing his Potion of Foolhardiness. The Treekin pushed forward, ready to meet the charge of whatever the Lizards were prepared to throw at them, while the Glade Guard took good positions for archery. The Winds of Magic weren’t blowing too hard, but enough to help the two Treemen kill four of the six Chameleons with a combination of Treesinging and Strangleroot. The Glade Guard shot at the leading Saurus unit, but at long distance only managed to pick off one. The Noble and Ripperdactyls managed to pull off the world’s most accurate pillow-fight, with neither side wounding the other. This caused the ‘dactyls to lose their frenzy and thus any bonus they might have had for fighting the Treekin.

Turn 1 by godswearhats, on Flickr

Turn 2

The Saurus Hero (I think he was a Scar Veteran) charged out of the unit of Saurus on his Cold One, and into the Treekin, joined shortly thereafter by the Stegadon. (Oh, just realized that the Stegadon didn’t get the +1 combat resolution for charging down the hill … not sure how much of a difference that would make, but worth remembering!) The right flank of the Lizardmen pushed up and in, with the skink horde slightly overlapping the central forest, and the skink skirmishers almost entirely in it. The chameleons ducked through the two Treemen and took a few blowpipe shots as they went, causing a wound on the Ancient. The magic winds blew cold (3) this turn, but warm enough to give his Stegadon a Hand of Glory bonus to his weapon skill. The Salamander spat at my Dryads, landing right on target across four of them, but failing to wound at all. Close combat saw a couple of wounds on the Treekin and one on the Stegadon, with the Treekin standing fast in the onslaught. The pillowfight ended with the Noble doing a couple of wounds and taking none back, the ‘dactyls breaking and fleeing the battlefield.

In my turn I charged his Skink horde with the Ancient (he stood and shot, doing one wound) and the Dryads (he fled). I had nowhere to redirect to and no way to redirect the Ancient so no successful charges on my part. In hindsight, charging with the Dryads or Treeman would have been sufficient – not sure what I was thinking at the time (maybe I was looking for an aggressive overrun?). I repositioned my Eagle and Eagle Noble. The sinister statue decided now was a good time to take a pot shot at the Salamander, doing a wound. This magic phase I think saw a Wyssan’s get dispelled, but some Treesinging take out half of the skink skirmishers, and the remainder decimated by Strangleroots. The Glade Guard finally had the Saurus in close range and rolled amazingly well, taking out about ten warriors. My dice rolling from this point onward is probably what contributed most to my side of the game. The Treekin matchup continued with I think a wound or so on either side and everyone staying put.

Turn 2 by godswearhats, on Flickr

Turn 3

Top of the third saw the Saurus unit fail to charge (double 1s!) and the Skinks in the forest charge my Treeman, to enable the Stegadon on the right flank charge into my Ancient – both Treemen misfired with their stand and shoot! I was a bit disappointed by this because the charges were in a Forest so the Strangleroot would have been at S5, but such is life. The statue shot one of the Salamander’s handlers, which obviously upset the beast enough to cause it to miss doing any damage to the Dryads. The Skink horde rallied and headed toward my Eagle Noble. The winds of magic were medium, but my opponent miscast and wiped out some of his own Temple Guard. However, I believe he got a Hand of Glory off on his left Stegadon, boosting it’s Weapon Skill which helped it do some more wounds to my Treekin – in that round I think I took four wounds, which was the best result for the Lizardmen so far. Thankfully the Treekin stood their ground. On the other side of the table, the Skinks were wiped out by the Treeman (no surprise), and the Stegadon’s impact hits were low (I think he rolled a 1) and shrugged off by the Ancient. The ensuing combat saw a wound or two on either side, with my Stubborn Treeman holding his ground at the end.

This turn was definitely when the tide of the battle changed. I brought my Noble back down to be ready to charge the flank of the Stegadon/Hero/Treekin combat, and charged the Treeman in to help his Ancient buddy versus the Stegadon. The magic phase backfired as I tried to cast Wyssan’s on the Treekin – it succeeded irresistibly, and my Wizard and the bunker took a S10 hit, wiping out half the unit. Not put off by this, the Glade Guard then let loose another deadly volley of Asrai archery on the stumbling Saurus, whittling them down to ten Warriors. The Wildformed Treekin put the hurting on the Stegadon, killing it outright – unfortunately that didn’t phase the cold-blooded Hero who stood his ground. The Treemen, not to be outdone by the Treekin whippersnappers, beat the Stegadon to a bloody pulp.

Turn 3 by godswearhats, on Flickr

Turn 4

The statue now took a shot at my Dryads, but thankfully missed. The Saurus failed to charge (again!), the Skink horde pushed up the hill and Temple Guard (who now had enough room behind the Saurus) attempted to charge into the Treekin – after we took a second look at it, it felt like the angle wasn’t there to allow them to do that so they instead pushed up toward the Watchtower. Things get a little hazy here as it was now quite late. I think his BSB may have been able to make the charge out of the unit of TG and he came into the combat with the Treekin (apologies, I only took one photo for every two turns which is why there’s not a turn-by-turn image of the battlefield). The salamander spat at the Dryads, killing one, and the Treekin took a wound in the close combat but stayed put.

During the Wood Elf turn, the Treemen repositioned to ensure the Saurus never reached the Glade Guard. They weren’t quite swift enough to prevent the Temple Guard from sweeping by though, so the Eagle Noble came in to help out there. The Treekin rallied and turned around to get back in the fight. A good magic phase allowed the Spellweaver to cast a boosted Amber Spear through the flank of the Temple Guard, wiping out six of them. Glade Guard shooting then combined to whittle them down to just two ranks. Strangleroots from the Treeman got the Saurus down to just five models (rolled an 8 on the artillery dice) and finished off the Salamander (either that or the Dryads charged and killed it – I can’t remember).

Turn 4 by godswearhats, on Flickr

Wrap up

The final turns saw all but a couple of the Saurus and Temple Guard killed through close combat, the Hero die to Treesinging / Strangleroot and me lose about another five Glade Guard to the close combat with the Temple Guard. At that point we called it a day, as it was now two in the morning and it was clear that the Wood Elves had won.

So, reflections on this battle (some of which were graciously pointed out by my opponent):

  • Having a mental checklist at the start of the battle is good
  • Concentrated Glade Guard fire is very effective
  • My dryads did nothing all game – need to figure out how to use them more effectively
  • Watchtower could have been manned by Glade Guard instead
  • Don’t deploy Eagles so far up the line – they have lots of move and can fly over my front ranks
  • Expect to go second, as I have a lot of unit drops
  • Go quicker – I think I might try having a cheat sheet ready to remind to do certain things
  • Make a few notes as I go for battle reports

I made the battle report using Herald. I discovered (and squished) a few more annoying bugs, and now that I have an hour bus-ride in the morning, I should be able to do some active development work on the project.

Anyway, thanks for reading. Score one for the Asrai!