The Mission: Battle for the Pass
My Objective: Eliminate over half of your opponent’s army (based on
model count)
Templar Grand Master, warhorse, runefang, the other trickster’s shard
Wizard Lord, warhorse, dispel scroll, talisman of preservation, potion
of toughness, level 4, Lore of Beasts
Captain of the Empire, BSB, warhorse, sword of battle, dawnstone
Captain of the Empire, Pegasus, sword of might, charmed shield, potion
of foolhardinessWarrior Priest, warhorse, obsidian lodestone
Warrior Priest, warhorse, shrieking blade, enchanted shield, obsidian amulet
10 Knights, full command, Steel Standard
10 Knights, full command5 Knights, musician
6 Reiksguard Knights, full command, gleaming pennant
5 Pistoliers, musician
5 Pistoliers, musician
4 Demigryph Knights, full command, banner of swiftness
For spells Steve rolls up Wyssan’s Wildform, Flock of Doom, Pan’s Pelt
and Savage Beasts
I deploy my general behind a tree in the center, giving me options for
where to run. Steve deploys his army
along the back edge and wrap around the sides to make a kill box and prevent me
from getting in front of him. His Peg
rider goes up strong in the hopes of hunting my general. Steve does a little vanguarding in response
to my playing down dig tokens.
I go first and have nothing to do – this is a common pattern.
On Steve’s turn 1 he moves in response to my tokens, lining up charges
as he can. He rolls an 8/6 magic phase
and puts wild form on a unit of pistols to prevent them from being picked off
when I come up. I dispel flock of doom
at my general.
On my turn 2 I have 4 units come on.
2 charge a unit of knights – 1 being forced due to the scatter, and
another to support on the flank. The
other two deploy more to the back field to shot at the peg. My general runs to avoid the Pegasus charge
next turn. In shooting I put a wound on
the peg and in combat I put a wound on the level 4 and on his general but
otherwise he passes his armor saves. I
then lose 4 night runners and lose combat.
The flanking unit holds, but the other unit flees, along with both weapons
teams.
On Steve’s turn 2 he charges fleeing units, panicing another and its
digging team. He then charges into the
rear of the flanking unit. A 9/5 magic
phase has me allowing wildform to go off.
He then miscasts pelt on the wizard, which makes me sad because I wanted
to kill his wizard. The miscast wounds
the wizard and a warrior priest. In
combat he makes all of his saves, including the damn wizard. I then get my butt kicked. Because of dead units and redirected fleeing
all the weapons teams commit suicide.
On my turn 3 1 unit of gutter runs and another unit of night runners
comes on. The night runners charge the
pistoliers on the left. Both my fleeing units rally. My last night runner unit in the back field
turns to face the Pegasus and my general books it to not get charged. In shooting the gutter runners can’t get him
to roll a 1. The combat sees me killing
3 pistols from the night runners and the last from the weapons team. Pistols flee off the table, killing 1 night
runner. I then pursue off the table
(which was an error because it was battle for the pass, oops).
On Steve’s turn 3 the knights charge the gutter runners along the back
edge. The knights and demis charge the
rallied night runners. The wizard drinks
his potion as it goes into the combat. A
7/4 magic phase doesn’t see anything of relevance. The gutter runners kill 3 knights but still
lose and live due to smoke bombs. The
night runner combat is a wash. I wish
smoke bombs also allowed them to rally and shoot like hit and run.
On turn 4 the rest of my army comes on.
The new night runners and weapons team charges knights. The gutter runners rally. Shooting kills a knight. The night runners lose the combat.
On Steve’s turn 4 the peg charges the night runners, taking a second
wound on the stand and shoot. The demis
then flank the same unit. The general
then rears into the surviving combat. A
2/1 magic phase has him casting wild form on caster’s unit. In combat I manage to do 3 wounds to the peg
but he makes all his damn saves. I then
escape with the unit. In the other
combat I kill 1 in the 5 man unit and the a second with the weapons team. The GR then flee of the table, along with the
night runner unit – the weapons team later kills itself. In the general’s combat my champ dies to the
general in a challenge. The assassin
does 4 wounds but Steve makes his saves.
The gutter runners then get caught and die.
On my turn 5 the gutter runners charge the knights. The night runners fail to rally from the Peg
combat, running through my general and panicking him. The night runners kill 2 knights in
shooting. In combat the champ on champ
combat challenge does nothing. I kill 1
which is the musician – we then tie so I don’t have to make a leadership test!
On Steve’s turn 5 the knights charge the night runners and take a wound
to stand and shoot. A 7/3 magic phase
has me failing to dispel Rerolling Wounds and 5+ ward prayers. He then casts wild form on the 2 man
unit. My champ dies in the challenge,
but I kill the banner. I do another
wound but then flee off the table.
On my turn 6 the gutter runners charge the knights. The night runners flee off table and the
general doesn’t rally. The gutter
runners kill 1 knight and the combat holds.
On Steve’s turn 6 the peg pusses the general off the table. His BSB fails to charge GR in rear. Another unit makes it but lose 1 to dangerous
terrain. On a 6/3 magic phase I dispel
pan on the wizard and he gets wildform off.
In combat that damn wizard makes all his saves. His general kills my assassin. I kill 1 knight. I then flee and get caught.
In the end I was 4 wounds short of making my objective, 1 on the
wizard, 1 on the peg and then 2 knights (or 4 knights and not characters). That unit of 1 knight left would have been
nice. Picking up him, and the two
characters wouldn’t have given me the win though. There were also 5 pistoliers left that I
could have gotten. Oh well. This was a rough match, what with all the 1+
armor save. Also Steve knew how to play
against it, I think more than I knew what I was doing.
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