Round 5 and I know I’m out of it.
At this point I’m hoping for top 25 with my strong losses (don’t make
it, but that’s because favorite sports votes are worth so much). Alex and I agree that we are just playing for
fun, no competition to be considered.
The Mission:
Deployment – BattlelineSpecial rules – Watchtower (for rolling to end only) and an 18” square box in the center of the table.
Victory – 100 or more points
Bonus Battle – 3 points for having the most fortitude in the box, 1 point each for each fortitude in the box.
Bonus Objective – 1 point for each enemy character killed in a challenge
I was not provided with a copy of his list, so I have done my best to
recreate it here. The points worked out
correctly, so I figure I got it fairly close to correct. Someone had the +1 to go first item, but I
didn’t make note of whom.
Prince, General, Vambraces of Defense, Great Eagle, great weapon,
dragon armor, shield
Archmage, level 4, lore of heavens, jewel of the dusk
Mage, Level 2, lore of heavens, the seerstaff of saphery
Mage, Level 1, lore of heavens, sigil of asuryanNoble, BSB, Radiant Gem of Hoeth, charmed shield
20 Archers, full command, banner of eternal flame
10 Archers10 Archers
10 Archers
5 Dragon Princes, Potion of Strength
30 White Lions, full command, banner of sorcery
Great Eagle
For magic, Alex’s light council rolled or chose:
Level 4 – Shems burning gaze, pha’s protection, banishment and timewarpLevel 2 – Pha’s protection and banishment (chosen to allow doubles)
Level 1 – Speed of Light
BSB – Net
For deployment Alex took his left corner, with his dragon princes on
the left with a unit of 10 archers behind.
Then the flaming archers, the white lions and the other units of archers
with the eagle taking the right side.
The level 2 went with the left archers and the rest when in the 20 man
unit. The prince deployed next to the
princes.
I deployed a hydra on the left to try to draw the fire of the flaming
archers while the other one went off to flame the white lions. If he focused on the other, then the left one
could hunt the character bunker. Then I
put 2 units of dark riders across from his 20 man unit, the other hydra and
then the other units of dark riders. The
shades went into his deployment zone to begin rolling back his archers and I
vanguarded hard, but assuming that the white lions may have the movement
banner. I assumed that there were two
banners, movement (on lions only), and then either flaming or sorcery.
I rolled a massive 1 to go first, and with us both getting a +1 there
was little chance to win the roll… and I didn’t. So 2 of 8 games I got to go first. Rocken’.
For Alex’s first turn I’m not sure he moved at all. Perhaps some angling of the bowman, but not
much. For his first magic phase, with
his D3+1 bonus dice each turn he got a 10/5 magic phase. He then bowls 2 6s on big banishment on my
general, doing 2 wounds after the rerolls were said and done. His level 4 then sucks himself into the warp,
knocking off 11 archers out of the 20 man unit.
The miscast also pings off the charmed shield on the bsb. In shooting he kills 1 shade and then 2 more
on the other unit. Also kills 1 Dark
rider.
I move to maximize my shooting.
I roll a 2/1 magic phase and then channel twice, getting a4/1 phase.
To rub it in I power of darkness for +2 dice. In then caress on his general for 4 wounds
but he saves them all. I fail to cast
enchanted blades. In shooting I kill 6
out of the left archer unit, which flee and move in front of the white
lions. I kill 4 white lions and put 1
wound on the eagle. I then take 4 off
the flame unit.
On Alex’s turn 2, the archers rally to block the white lions
(yay!). The eagle flanks a unit of dark
riders. He rolls an 8/2 magic phase (now
only +D3 dice). I scroll banishment on
my general. I fail to dispel boosted
Pha’s protection, but it leaves the now right most 10 man archer unit unprotected. In shooting he kills 1 DR off center unit and
a shade. The eagle kills 1 dark rider
before dying to a mount.
My turn 2 and I consider but decide not to charge. I roll a 4/3 magic phase and fail to get
extra dice off of power of darkness. I
caress his general who makes his saves and the same with spirit leech. In shooting I take off 5 white lions and 8
archers on the left unprotected unit – leaving 2 which pass its test. This entire time the left hydra and the
princes have been having a staring contest.
Alex’s turn 3 and he rotates to face me. The dragon princes abandon their post and
move to over the flank of the white lions.
In a 5/4 magic phase I dispel Pha’s after banishment killing my
general. He shoots 1 shade dead. With the dragon princes gone he finally opens
up on the left flank hydra, though the flaming fails to wound and the
regeneration saves from the other unit.
On my turn 3 I declare my dragon egg.
The BSB then goes to the far side of his white lions while a hydra
advances into the center on the other side.
A shade unit charges the 2 man archer unit while the dark riders charge
the 3 man – both on the flank. The other
shade unit squeezes along the back edge.
With my general dead and my level 2 just holding 2 terrain features for
objective points I decide to skip my magic phase (and for the rest of the
game). The hydra flames and kills 9
white lions and then the egg kills 3 more.
2 white lions die from dark riders, the assassin kills 3 and his unit
sweeps the unit off the board. I then kill both
archer units in combat.
Turn 4 and he closes his trap to make the hydra pay. The general hits the flank and the princes hit
the front. An 8/5 magic phase sees me
dispelling banishment and then him failing to cast pha’s protection and then
speed of light. 2 Dark riders die to
shooting. The general does 1 wound to
hydra, the horses do 3. I kill 4
knights. The general restrains the
pursuit and the hydra gets away from the dragon princes.
My turn 4 and the hydra rallies.
I skip magic and move in to gun down the remaining archers. I leave the flaming unit with just 1 archer
and the BSB. I put a wound on the
caster. The left flank hydra flames the 10 man unit, leaving just the character (who runs into the flame archers)
We roll, and the game continues.
On Alex’s turn 5 the gernal takes a wound from stand and shoot at the
shades. The last night dies to a stand
and shoot. A 5/3 magic phase sees me
dispelling banishment on my BSB. He
casts Pha’s protection on the general. In
the combat I challenge with the assassin and he dies. The unit holds.
On my turn 5 both charges with hydras fail. I skip magic.
I kill off the characters in the flaming unit and the last banner. Shades lose 3 and get away.
We roll, and the game continues.
Turn 6 and the general pushes the fleeing shades off the board. For fun Alex has me surround and kill his
general. Tabled opponent and full points
for the last game.
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