Cinquecento Round 3: Skaven vs Chaos Daemons, with Side Notes from the Other Tables
We had a really fun, really chaotic third round of our local Cinquecento event, and this one absolutely deserved a write-up. The headline clash was Skaven vs Chaos Daemons, with enough poison gas, impact hits, overruns, and rules-lawyering-after-the-fact to power a whole evening of post-game chat.
Since no in-game photos were taken, Michał put together visual mockups afterwards — and honestly, that somehow fits Skaven energy perfectly.
Table one: Skaven vs Chaos Daemons
Right from the start, the game delivered. In the first round, sneaking in from the flank, the Chaos Furies got met by a Doom-Flayer charge. And what a charge it was: 7 impact hits and 6 melee attacks. The Furies were shredded, and the Doom-Flayer overran straight into the Bloodletters — who were already down to about half strength thanks to earlier fireballs.

And yes, we are including this one twice because that is exactly how it appeared in the chat log — the same dramatic moment, posted with proper emphasis.

A little later, Ender dropped in some side discussion about miners — because of course no club evening is complete without someone squinting at a model and asking what exactly they are looking at.
“Are these mines or miners?”
“Miners. They’re miners. And they have a miners cart.”
So naturally, here are the miners.




Back to the rat business. First, clouds of poisonous gas managed to wound one dog and, in a very Skaven turn of events, kill three rats in friendly-poison-fire. Then the dogs tore through the remaining 27 Giant Rats and got around behind a Clanrat unit led by a Warlock Engineer. Meanwhile, the Globadiers drifted toward an achievement and lobbed more poison gas at the Bloodletters.

Then came another swing. The Clanrats killed one dog, but lost five of their own and fled in panic. Luckily for them, they ran far enough that the dogs could not catch them — Scurry Away! kicked in at exactly the right moment. After rallying the situation, they turned around, finished off what was left of the hounds, and redirected their overrun into the Bloodletters and their Herald.

That follow-up did real work: two Bloodletters went down, and the Herald gave ground, ending up within range of five Globadiers. At that point, we all knew what was coming.
Shots and gas bombs filled the air. As Michał put it, the bullets rose into the sky, poisonous clouds covered the heavens. When the dust settled, the first thing anyone noticed was that the cloud had also claimed two Globadiers. Very Skaven. Of the two wounds that remained for the Herald, one was saved on a 5+ Ward with a roll of 6.
And then, when the toxic warped fart finally dispersed, what revealed itself to their eyes was… a forest.
A forest of crosses.
Or rather, as was immediately clarified in chat, it technically should not have revealed that, because the daemonic Herald was warp-spawned, so it does not really die — it just returns to Chaos.

In the end, the Skaven closed the game out 750 to 172, taking the match 5:1. Properly cinematic, deeply messy, and exactly the sort of game we love talking about long after the dice stop rolling.
Post-game rules gremlin
Because no good Warhammer evening ends without someone revisiting a key combat, Michał later realized that he had played the Doom-Flayer impact hits incorrectly:
“Impact hits go in automatically, and I rolled Weapon Skill to hit, so at least a few nice ones didn’t go in.”
He also noted that a Fear test should probably have been rolled on that charge, which had been forgotten on the other side. The final verdict? A friendly retroactive ‘let’s call it a draw :)’ on that specific interaction.
Here’s the screenshot from that rules follow-up:

That kind of after-action correction is honestly one of our favorite parts of campaign and event play. We all want to win, sure, but we also want to get better and remember the rules properly next time.
Meanwhile, at the second table: Greenskins vs Dwarfs
Stas also gave us a great summary from another table, where things were going badly for the Greenskins almost from the start.
A mighty WAAAGH! rolled across the battlefield, but the Dwarfs did not blink. Accurate shooting from the general and his Rangers put fear into the goblins, and one of the two goblin units scattered as early as turn one. Later on, the Greenskins did manage to chase off both gyrocopters and even pulled off a clever move to avoid a dangerous flank charge from the Dwarf Warriors: the goblins pursued a fleeing gyrocopter right off the edge of the map, leaving the Warriors out of position.
But in the final rounds, when the Orc Boyz tried to close the distance, the Dwarfen shooting decided the game. Bolts from the Rangers and shots from the general killed six Orcs in a single turn, and with them died any hope of victory — or even a glorious death in combat. The Orcs, together with their general, fled the battlefield.
The mood after round three
The overall feeling after the round was simple: what a game night. Lots of emotions, lots of memorable moments, and enough dramatic swings to keep the post-round chat alive for hours.
There was even immediate talk of what comes next. Stas suggested that once we finish Cinquecento, but before the full campaign starts, maybe we should do a Seicento as a one-day event with three games per person.
Honestly? That sounds exactly like the kind of bad decision we would enthusiastically agree to.
Final thoughts
This battle report is a little unusual because it is built from chat, retellings, and post-game visualizations rather than live photos — but somehow that makes it even more charming. It captures the real club-night experience: dramatic plays, jokes, side conversations about miners, forgotten rules discovered half an hour later, and everyone already planning the next event before the current one has properly cooled down.
If round three was this good, we are very ready for the rest of Cinquecento.