Wednesday, April 1, 2020

Isolated on Gothica - Turn 1

The following is a report of a solo battle I am playing of an evening while isolated. The rules are my variation on Stargrunt II: ‘Dustup’. They can be found here.

This initial scenario is a bit of a test of long range firing and heavy weapons. As it is being played solo, I am using some playing cards to randomly activate units. A red card means the humans can activate and a black one means the aliens can. On the first turn, the aliens get to activate first reflecting they start the skirmish. The report will have a few notes included [explaining the rules and other editorial comments].

The Formics are a race of intelligent insectoids that are known to comprise multiple castes each bred for specific roles. Once they infest a planet, there is almost no eradicating them and they consume anything and everything. A hive of Formics recently invaded the planet of Gothica. While the imperial Navy was able to destroy the bulk of the hive ships before they could disgorge their cargo of spores, sufficient spores and lava landed on the planet to create havoc.
Bugs on the horizon
The local planetary defence forces initially attempted to wipe out the infestations where they landed, but none of the troops sent into those areas returned. Instead, the infestations and surrounding areas were mercilessly bombed and cordons established.

Human defensive line
Lieutenant Robinson and his platoon of ‘Rough Necks’ are Manning part of such a cordon. The armoured vehicles usually accompanying the Rough Necks were withdrawn for refit and repairs, but a squad of heavy infantry and a squad of palace guards have been attached to Robbo’s platoon.

For now, the Formics are laying low and probing the line. The bulk of the Formic forces seem to be made up of the warrior caste. These are formidable opponents and, should they decide to attack en mass, will be hard for unsupported infantry to hold back.

LT Robinson posted his 4 rifle squads in the centre of his line with the heavy infantry on the right and the veteran guardsmen on the left. His reserve is his armoured support forces, which are on call.

Facing the humans are 4 small broods of warriors armed with maggot spitters and various claws and hand to hand weapons. They are supported by two gun beasts, colloquially referred to as ‘dragons’. A warrior ‘prince’, so called because they appear to be smaller versions of ‘kings’, has been spotted in the vicinity and is assumed to be coordinating them.

"There’s movement in bug city", sergeant Bogart voxed Platoon Sergeant Elliott.

Sergeant Elliott sent a soldier to wake the LT. "I’m going down to the line" he told the platoon vox operator. "Let the LT know".

In the distance, the aliens were stirring. A medium sized dragon emerged from its hiding place and took a shot at the humans with its heavy barb spitter. Sergeant Douglas saw the gun point in their direction and yelled "incoming" just in time. As the men ducked behind the comparative safety of their defence wall, a seed pod erupted just short of their position and a mass of thorns and tangle weeds erupted in front of them.

[The range is 36", well within the 96" effective range of a heavy barb spitter, so the defenders have a D8 target die. The defenders are semi-concealed (ie cover) and ‘propped’, so their die shifts up twice to a D12. The attacker is one of the dumber Formics, so only has a D6 quality die, but the heavy cannon has a D12 firepower. The bug rolls a 12 and a 3 against the defenders 8. As only one fire die beat the target die sergeant Douglas’s squad gets a suppression marker.]

[In actual fact, it was the warrior prince that was activated and it attempted to activate both dragons. Needing a 3+ on a D8, it rolled a 2 for the second action, and thus the humans on the left of their line were spared their own opening salvo.]

The veteran heavy infantry on the right end of the human line were the first to react. Sergeant Wayne urged his men to aim at the dragon that had just fired to their front. Using their heavy laser rifles and supported by the squad plasma rifle they fired twice at the beast as it momentarily paused to absorb the recoil from its weapon. The first volley kicked up dust and rock around the monster, stunning it briefly. The second volley, however, was even more accurate and multiple hits scored the tough hide of the creature.

[The heavy laser rifles and the plasma rifle are all sustained fire weapons, so they are able to use both actions to fire as long as they do so against the same target. The targe die is again a D12 (D8 shifted up twice) and the firers have a D10 quality die, a D10 firepower die (5xFp2 rifles) and a D6 support die for the plasma gun. The firs shot rolled 8,3,1 against a 7 causing a suppression and the second shot rolled an 8, 8 and 6 versus a 3. As two fire dice beat the target die, the target is suppressed and the fire die are totalled to determine hits. The total of 22 is divided by the target die type (12) resulting in 1 hit and a 10/12 chance of a second, which was successful, resulting in 2 hits. Unfortunately the heavy laser rifle’s D6 impact die was not enough to penetrate the D10 armour of the dragon.]

[A red card was drawn again]

Sergeant Douglas realised that the thorn pod had burst short of their position and was quick to get his men back in the line and returning fire. They managed a quick volley combining their laser rifles and the plasma rifle, targeting the group of Formic warriors emerging from their hiding place. However, the shot was too hasty and missed.

[To remove the suppression marker, the squad used an action and needed to roll 3+ on their D8 unit quality die. Their shot was a D8 quality die, a D10 firepower die and a D6 support die against the warrior’s D12 target die. The target rolled a 12 meaning all the fire dice (6,5,3) failed.]

The dragon on the human’s left flank, having failed to react to the orders of its prince, reared up and aimed its heavy venom spitter at the human squad to its front causing Sergeant Audrey’s squad to hesitate. This was followed by a volley from its twin maggot spitter secondary weapons that, fortunately for Audrey and his men, missed their target.

[The venom spitter rolled a 4 and 2 on its D8 and D10 against a 2 on the D12 target die. The maggot spitters rolled a 6 and 8 on their 2xD10s but the humans managed a 12 on their target die.]


Sergeant Cagney had his men line up and fire two controlled volleys at the warriors to their front. The first shot went wild, but the second managed 1 hit, but failed to wound any of the aliens.

Bogart’s squad also raised their weapons and fired. However, both volleys missed their intended target.

The brood of Formic warriors on the human left flank fired their maggot spitters at Douglas’s squad. However their shot also missed. [yet another 12 was rolled on the target die]

Sergeant Audrey attempted to get his squad back into a semblance of order, but he could not get his men to shake out. [He rolled a 2 and then a 1 on his two attempts to unsuppress – needing a 3+ on a D8]

The Palace Guards, on the extreme left, stood to as if on parade. They raised their rifles and the squad grenade launcher and fired a well controlled volley. As expected, they hit home, but once again the alien armour proved to tough for the laser rifles. While the grenade launcher reloaded, the rifles fired a second volley but the targeted warriors had dropped low enough to avoid being hit a second time.

Platoon Sergeant Elliott saw Audrey’s squad having trouble regaining their nerve after the earlier near miss. He shouted at them to get into the fight. After another brief pause, they did so and raised their rifles ready for action.

[The platoon sergeant is able to use actions to re-activate rifle squads. He needs to roll 3+ on his D8 quality die. He activated squads Audrey and Bogart in that manner. Audrey once again failed his first unsuppress attempt , but fortunately succeeded on his second attempt.]

Bogart’s men fired two well controlled volleys, both of which hit the warrior target. While the shots did cause the warriors to stumble, they did not appear to cause any wounds.

The neighbouring warrior unit, however, shook off their shock [recovered one suppression] and fired on Bogart’s men. They must have still been a little stunned and their shots went wild.

Nurse Betty, who was standing by ready to treat any wounded breathed a sigh of relief that so far noone had actually been hit. But, no sooner had that thought crossed her mind when the dragon on the right, that had begun the battle under direct influence of the hive mind and the warrior prince, reared up again clearly shaking of its momentary stunned status. [Removed both suppression markers].

Finally, the remaining unit of warriors also shook themselves up and managed a shot at the Palace Guards [causing one suppression].


The turn thus ended with all of the Formics having recovered their suppression and only the Palace Guards left with a single suppression marker. Long range fire appears to have the expected result of limited success but just enough to halt any attempts at forward movement. I intend to play one or two more turns using this configuration just to get a sense of how it works and then I will slowly add some heavy weapons to see if they can break the line anywhere.

Stay tuned...

 

 

 

Wednesday, March 25, 2020

Blake's 7 Ships for FT

Someone in the Full Thrust FB group asked about SSDs for some of the ships from the BBC TV show Blake's 7. A few years ago I picked up a handful of ships from Shapeways. Sorry, I don't recall the supplier.
The principal one is of course the Liberator, otherwise known as Deep Space Vehicle 2. The aliens who built her also had a lighter scout ship. The main enemy are the Federation Pursuit Ships.
They are very much based on the TV show and not really built for more general FT games. The liberator is very fast and manoeuvrable but armed with only a forward facing long range torpedo. The scout has the needle beam so it can attempt to disable the DSV in a surprise attack. While the pursuit ships are designed to attack en mass with their single torpedo each.
Given that the ships are armed with torpedoes, the shields are probably redundant, but I included them for use against other classes of ships. I felt that the torpedo better represented the 'plasma bolts' used in the show. The alien ships also only have 3 hull rows rather than 3 to represent their higher technology level and armour to improve their survivability.
I usually play with the vector movement rules. I have not used these ships in cinematic mode, which may be tricky give the limited firing arcs.
Please enjoy and let me know how the games go. I'd be very interested in other people's attempts to model the ships.




Monday, January 28, 2019

The Destroyer

My nephew Oliver came to visit for a few days over the summer. He was keen to play some 40k. We played a couple of introductory scenarios adapted from the First Strike set. However, he wanted to play Tyranids and I chose to use my existing standard Space Marines rather than the new Primaris ones.

Image of First Strike by Games Workshop
The first scenario just teaches the rules for movement and basic shooting. The second adds assaulting. The third scenario puts it all together in a simple battle - which my Space Marines lost abysmally.

I gave Oliver a box of Tyranid Warriors as a Christmas present and helped him to assemble them. So, we then decided to play a slightly larger battle that included his new models.

The forces consisted of: a Space Marine Captain, two 5-man tactical squads, a 5-man assault squad and a 5-man terminator squad. Facing them Oliver arrayed a Tyranid Prime, 3 Warriors, 10 Genestealers, 10 Termagants, 10 Hormagaunts and 10 Gargoyles. Oliver named his Tyranid Prime "the Destroyer".

The Marines began with some long range shooting at the lead Termagants. However, the Termagants, Gargoyles and Hormagaunts ignored their minor casualties and obeyed the Hive Mind to advance. This  provided a chitin wall behind which the larger creatures advanced with impunity.

Squad Sinis, on the left, poured fire into the Hormagaunts as they approached, while Squad Dextor, on the right, decimated the Termagants. Squad Brutus, the Terminators in the centre, supported Squad Sinis and all but eradicated the Hormagaunts.

This was all according to the plan of the Hive Mind. While the lead light troops absorbed the fire from the Marines, the Genestealers prepared to strike from behind their shield of Hormagaunts. They charged the Terminators and killed 3 of them for the loss of only a few of their own relatively expendable troops. Meanwhile, on the right, the Gargoyles advanced to support the Termagants and fired on Squad Dextor to little effect.

Sergeant Leapus and his assault squad jumped to the aid of Brutus and in a fit of complete fury killed all the Genestealers. That left them badly exposed and the Tyranid Warriors, supported by the Destroyer, crashed into Squad Leapus and shredded them with their bone swords and scything talons.

The dwindling force of Space Marines countered with a full volley from every direction. On the right, some of the Gargolyes were shot down, but on the left the bolt rounds just bounced off the Tyranid armoured carapaces.

In a moment that will never be recorded in the history books, the Tyranid warrior armed with a venom cannon, aimed it at the remaining Terminators and fired. Miraculously both Terminators were saved by their ancient armour and the blessing of the Emperor (rolling four sixes for armour saves). But, it was not enough. Once again although the Marines fired every weapon they could muster, the Tyranid elite shrugged off the attack. They charged the Terminators and cut them down mercilessly.

The remaining tactical Marines put up a valiant defence, but without their heavy brothers it was a forlorn effort. Captain Futilus charged the Destroyer screaming vengeance for his noble comrades while Squad Sinis fired on the Tyranid Warriors and the remnants of Squad Dextor fought off the Gargoyles. It was to no avail. The might of the Hive Mind prevailed and planet Ascot may now have no hope of standing against the tide of xenos invaders.


For anyone interested, Oliver constructed his Tyranid Prime with bone swords and scything talons and with toxin sacks. He built one warrior with a deathspitter and boneswords, one with a venom cannon and bone swords and one with scything talons, lash whip and bone sword.

Next time...

Brickvention 2019

My nephew Oliver came to visit us this year and went to Brickvention with me. Some of the highlights this year for me are:


 

 
 

In particular I liked that someone had converted "Hero Quest" to Lego.

 
 And, someone had made a space ship game.
 

Sunday, October 7, 2018

Staking a Claim Near the River of Sleep

Daqan: Crossing the River of Sleep (C1)
Uthuk Y'llan: Staking a Claim (C1)

The peaceful Uthuk Y’llan simply want a place they can call home and have staked a claim on a river valley. However, the aggressive Daqan Lords have other plans and launched an attack hoping to catch the Uthuk sleeping. Fortunately, the Uthuk were reinforced with their heavy troops.

The Uthuk deployed 2 units of Viper Legion Archers, 2 units of Fleshripper Brutes, 2 units of Obscenes, a Doombringer led by a Chaos Lord. The Daqan deployed 2 units of Citadel Guard, 2 units of Riverwatch Riders, 2 units of Ironbound, 2 units of Rune Golems and a unit of Greyhaven Mages. The Daqan also began with 10 lore counters.

The Daqan objective was to occupy the objective markers, however, they would also gain 1VP per turn if there were no enemy units occupying either of the two villages. The Uthuk were also aiming for the two objective markers but also gained 1VP per turn if they occupied at least one of each different terrain type: plains, forest and hill. As usual, victory goes to the force that reaches 16 victory points.
Deployment
Turn 1
The Daqan began the attack with a "line advance" moving one unit in each sector. On the right a unit of Golems occupied the rear village and the second unit of Golems advanced to occupy the forward village, On the left, a unit of Ironbound advanced to the closest objective marker. 2 VP.
Turn 1 Daqan Plan
Turn 1 Daqan Result
 
The Uthuk reacted quickly and launched a counterattack. On the right the Chaos Lord advanced to the closest objective. In the centre a unit of Vipers advanced onto the nearby hill, and on the left the other unit of Vipers advanced into the woods. 2VP.
Turn 1 Uthuk Plan
Turn 1 Uthuk Result
Turn 2
The Daqan attempted to surround the Uthuk forces. The Daqan used their magic to cast "crushing blow" on the Golems, allowing them to move and adding 3 combat dice. The Riverwatch raced to occupy the village vacated by the Golems while the Citadel Guards advanced to provide support. The Golems pummelled the defending Uthuk Obscenes and forced them back. However, the Obscenes were able to land a counter blow before withdrawing and killed two Golems. On the left, the Mages advanced supported by the rear unit of Ironbound. They cast a spell on the chaos lord but it had no effect. 2VP for a total of 4.

Turn 2 Daqan Plan

Turn 2 Daqan Result
The Uthuk reacted with the "patrol centre" command. The Obscenes and Doom Bringer both advanced and attacked the Golem on the hill on the left. However, the vile Daqan once again used their magic and cast "battle cry" which forced both Uthuk units to withdraw without combat. 2VP for a total of 4.
Turn 2 Uthuk Plan

Turn 2 Uthuk Result
Turn 3
The Daqan again ordered a line advance. In the centre, the light cavalry moved out of the village and attacked the Viper archers, scoring 2 kills, while the Citadel Guard on the right moved into the village. On the left, the Mages cast their magic against the Chaos Lord, scoring 2 hits. 2 VP for a total of 6.

Turn 3 Daqan Plan
Unfortunately the chronicler did not record an image after the Daqan assault.

The Uthuk reacted with an echelon left manouevre combined with the lore spell of "cannibalise" which allows a unit of Obscenes to recover their wounds if they eliminate an enemy unit. The Doom Bringer attacked the village, but had no effect, in part because the Daqan defenders used their lore to prevent a retreat. However, the Obscenes did succeed in destroying the last Golem. 2 VP for a total of 6.


Turn 3 Uthuk Result
Turn 4
The Daqan launched an attack on the right hoping the cavalry would push the Doom Bringer off the hill. They succeeded in scoring one hit but failed to make it withdraw. 2 VP for a total of 8.

Turn 4 Daqan Plan
Turn 4 Daqan Result

The Uthuk switched flanks and ordered a battle march. The Chaos Lord, Obscenes and Vipers on the right flank were ordered to attack. The Chaos Lord called on the aid of his lore in the hope of gaining extra distance, but his luck failed and he could only advance one hex to attack the Ironbound occupying the objective location. The Obscenes advanced with him to also confront the unit of Ironbound, while the Archers fired on the Mages. The assault by the Obscenes scored no damage at all, and they were wiped out by the Ironbound counter attack! The Chaos Lord scored a hit which was ignored by the armour of the Ironbound and although he also scored a flag the Daqan leader used his "valor and vengeance" lore to prevent the Ironbound from withdrawing off the objective. The only success was the archers who scored a hit which also poisoned the Mages. 2 VP for a total of 8.

Turn 4 Uthuk Plan
 

Turn 4 Uthuk Result
Turn 5
The Daqan reacted to the Uthuk assault and ordered an echelon left. The Ironbound attacked the Chaos Lord but only scored a single hit. The light cavalry in the centre attacked the Doom Bringer again and scored 2 hits but failed to force it to withdraw. 2 VP for a total of 10.

Turn 5 Daqan Plan
 

Turn 5 Daqan Result
As the battle neared its climax, the Uthuk ordered a clash of steel. The Doom Bringer on the left attacked the cavalry forcing them to retreat. The Chaos Lord attacked the Ironbound on the objective scoring a hit and 2 flags, one of which converted into another hit, and occupied the objective. 3 VP for a total of 11.

Turn 5 Uthuk Plan

Turn 5 Uthuk Result

Turn 6
The Daqan replied with their own clash of steel and the Ironbound attacked and killed the Chaos Lord! They then advanced to retake the objective. The Daqan also used their lore to gain an extra VP for destroying an enemy unit. 3VP for a total of 13.

Turn 6 Daqan Plan

Turn 6 Daqan Result
The Uthuk ordered a cavalry charge to bring the Flesh Rippers into the battle. One unit assaulted the Ironbound from the right but did no damage and were themselves damaged by the Ironbound counter-attack. The second unit on the left fared better and scored 2 hits on the Ironbound to destroy them and followed up with an attack on the cavalry to the rear scoring a hit and forcing them to withdraw 2 hexes. The Uthuk also used the opportunity to use their lore to gain an extra VP. 4 VP for a total of 15.
Turn 6 Uthuk Plan


Turn 6 Uthuk Result
Turn 7
The Daqan were now desperate and tried an attack in the centre combined with the use of lore to order the remaining unit of Ironbound to advance as well as the use of a portal to bring the rear unit of Golems onto the front line. On the left flank, the Citadel Guard, who were in the village, attacked the Doom Bringer scoring a hit and forcing it to withdraw off the hill. The Ironbound attacked the Flesh Rippers with an extra combat die scoring a hit and a flag, which caused a second hit. However, it was not enough to destroy them and when they counter-attacked they scored 2 hits on the Ironbound. The Golems attacked the archers but only killed 1. 1 VP for a total of 14. (note, had both attacks on the Daqan left flank worked, they would have scored 3 VP and won)

Turn 7 Daqan Plan

Turn 7 Daqan Result

With luck on their side, the Uthuk Doom Bringer returned to the hill and the remaining troops held their ground. 3 VP for a total of 18.

Turn 7 Uthuk Plan

Turn 7 Uthuk Result
The remaining Daqan withdrew leaving the field to the Uthuk Y'llan. The score if now 2 wins each,

Saturday, September 8, 2018

Sheltered Barrage in the Blood Stained Forest

Battle number 3.
 
The forces of the Daqan Lords once again attempted to ambush the peace loving Uthuk Y’llan. They deployed 3 units of greyhaven mages, 2 units of citadel guards, 2 units of citadel lancers, 1 unit of rune golems, 1 unit of iron bound spearmen and 1 unit of riverwatch riders against a band of 5 viper legion archers, 2 units of blood sisters, s units of fleshripper brutes and a unit of obscene. The Daqan reinforced their position with spikes and crystal spires, which, according to the deployment rules, cost one less deployment point than normal.

VP were awarded for occupying the marked spots and the Daqan gained a VP whenever they eliminated an enemy adjacent to the village, while the Uthuk gained a VP if a unit occupying a forest hex eliminated an enemy unit.
Starting Positions
Turn 1
The Daqan sprung their ambush using the echelon left manouevre. A unit of citadel guards moved forward to occupy one of the objective locations and a unit of riverwatch riders charged forward to occupy the second one, backed up by a unit of lancers. 2 VP.

Turn 1 Daqan Plan
Turn 1 Daqan Result
The Uthuk responded with an attack in the centre. A unit of fleshrippers raced to occupy the remaining objective while a unit of archers moved sideways and engaged the Daqan riders. this freed a path for a unit of blood sisters to move into the nearby wood and also attack the riders. Unfortunately, while the archers poisoned the riders, they did no actual damage and were in fact wounded by the rider counter attack. The blood sisters forced the riders to withdraw from the objective and occupied it themselves, but they also did no actual damage. 2VP.


Turn 1 Uthuk Plan


Turn 1 Uthuk Result
Turn 2
The Daqan launched a cavalry charge. The riverwatch used some lore to recover from the poisoning and moved into the trees to flank the blood sisters and threaten the Uthuk archers. While a unit of lancers raced into another copse of trees to attack the blood sisters. It is unclear exactly what happened next, as the blood sisters were destroyed but the Daqan did not advance onto the vacated objective. A unit of Daqan archers were wounded and forced to withdraw. 1 VP for a total of 3.
 
Turn 2 Daqan Plan
Turn 2 Daqan Result
Two units of Uthuk archers in the centre responded and attempted to engage the Daqan cavalry. One unit advanced to the objective marker and inflicted a casualty on the riverwatch light cavalry in the trees, but suffered a casualty in return. The second unit of archers also inflicted a casualty on the riverwatch. 2VP for a total of 4.
 

 
Turn 2 Uthuk Plan


Turn 2 Uthuk Result
Turn 3
The Daqan counter attacked with the lancers in the woods, riding down the Uthuk archers and taking the objective. They also advanced a unit of golems. 2VP for a total of 5.
Turn 3 Daqan Plan
Turn 3 Daqan Result

The Uthuk turned their attention to their left flank and attacked with 3 units. The blood sisters advanced into the woods and cast their spells on the nearby Daqan spearmen, wounding one, while the fleshrippers redeployed to cover the gap in the centre of the battle line. 1 VP for a total of 5.
Turn 3 Uthuk Result

Turn 4
The Daqan launched an "onslaught" allowing 3 units of infantry to move an extra hex. A unit of spearmen moved forward into the village to protect the flank of the objective. A unit of mages on the left moved forward and another unit of mages on the right moved into the hill and attempted to bespell the blood sisters to no effect. 2 VP for a total of 7.
Turn 4 Daqan Plan
Turn 04 Daqan Result
The Uthuk responded by ordering a "wedge" advance. The blood sisters cast "Fury of Uy’llam" and targeted the Daqan spearmen on the nearby objective killing them and scoring a VP for doing so from within a forest. The Obscenes moved forward and two units of archers engaged the riverwatch in the woods, expelling them and poisoning them but doing no actual wounds. 2 VP for a total of 7.
Turn 4 Uthuk Plan
Turn 04 Uthuk Result
Turn 5
Daqan then tried an echelon right. The unit of mages advanced as did the citadel guardsmen to attack the blood sisters. The golems also moved forward, while magic was used to permit the iron bound infantry to advance onto the objective. The attack of the mages and spearmen wounded one blood sister and produced a magical shield for the golems. 2VP for a total of 9.
Turn 5 Daqan Plan
Turn 5 Daqan Result
The Uthuk archers were ordered to "darken the skies" and fired volley after volley at the Daqan cavalry. A unit of heavy cavalry was destroyed, but once again the light cavalry evaded and withdrew into the woods. The Uthuk commander also used dark magic to "scatter" the Daqan who were surrounding the left objective marker. 1VP for a total of 8.  
Turn 5 Uthuk Plan

Turn 5 Uthuk Result
Turn 6
The Daqan on the left flank were spurred to action at the sight of the heavy cavalry being shot down and attacked. The remaining unit of lancers charged the Uthuk archers and ran them down while the two units of mages advanced to provide support. The commander also used his magic lore to move the iron bound heavy spearmen back to the objective on their right. 2VP for a total of 11.
Turn 6 Daqan Plan
Turn 6 Daqan Result
The Uthuk patrol in the centre took up the fight and the fleshrippers charged through the woods to strike the light cavalry while the blood sisters cast spells at the mages. The cavalry were destroyed and the fleshrippers immediately turned on the nearby heavy cavalry wounding them and forcing them to withdraw. One of the mages was wounded. 2 VP for a total of 10.
Turn 6 Uthuk Plan
Turn 6 Uthuk Result
Turn 7
The Daqan called on their battle lore to aid them. They gained 6 lore tokens which they used to portal the golems to attack the blood sisters forcing them to withdraw from the woods. 2VP for a total of 13.

Turn 7 Daqan Plan
Turn 7 Daqan Result
The Uthuk attempted to replicate that feat by also calling on their battlelore scoring two infantry and one elite action. They also used their lore to activate the fleshrippers. The obscene moved forward and destroyed the mages on the left. One unit of archers advanced and fired at the mages on the right poisoning them. The fleshrippers attacked the mages on the objective but, despite flanking them with the archers, had no effect. Finally, the archers in the rear fired at the remaining heavy cavalry unit and destroyed it. However, after the carnage, only 1 VP was scored for a total of 11.

Turn 7 Uthuk Plan
Turn 7 Uthuk Result
Turn 8
The Daqan forces attempted to exploit their lead and tried to surround the Uthuk. Both units of mages on the left used their lore to remove the poison and cast spells against the Uthuk archers, forcing the to withdraw. On the right, the golems attempted to push the fleshrippers off the objective, supported by the mages, but failed. 2 VP for a total of 15.

Turn 8 Daqan Plan
Turn 8 Daqan Result
The Uthuk attacked on their left flank with the golems, blood sisters and archers and defeated the golems scoring 1 extra VP for a total of 13 but it was not enough to defeat the Daqan. As they occupied 2 objectives at the start of their next turn the Daqan won with 17 VP.
Turn 8 Uthuk Plan

 
Turn 8 Uthuk Result