The Mission: Wildwood
My Objective: Kill all spellcasters (includes anyone who channels or
casts spells and cannot be taken if they have none)
King, Chariot, Death Mask, Talisman of Endurance, Charmed Shield
Lich High Priest, hierophant, Level 4, Talisman of Preservation, Cloak
of the Dunes
Herald, Chariot, Armor of Destiny, Spear, Shield
Liche Priest, dispel scroll
6 Chariots, Full command, banner of swiftness
3 Chariots, Champion23 Archers
5 Skeletal Horse Archers
3 Sepulchral Stalkers
3 Carrion
Skull Catapult
Skull CatapultCasket of Souls
Casket of Souls
Necrolith Colossus, extra hand weapon
First I want to note that I should have lost this game. I strongly feel that. I know that gives away what happens. I think my opponent was tired and perhaps a
little drunk. I asked him many times if
he wanted me to explain what my list did and how it worked and he said no. I do know at one point I did say it worked
similar to his Sepulchral Stalkers but I don’t think he really understood what
I was doing. There were some things in
the game that won’t make sense, and some of this was my not wanting to push on
rules to my utter advantage given the mistakes and the following advantages to
me that had already occurred.
Cary rolled Move, Killing Blow, +1 Attack and Vortex spells on his
level 4 and movement on his level 1. Sorry,
didn’t make note of the names and don’t own a Tomb Kings book anymore.
He deployed center table. He put
his hierophant in the archers right up front center joined by the other
caster. He placed his scout archers in
his deployment zone in front of the two caskets, which were next to the
catapults. The chariots then took each
flank with the small unit joined by the Colossus. I hid my general behind a hill in my
deployment zone – if he had known how my list worked my guess is the chariots
would have been in front of the archers and warmachines, forcing me to go
through them, and the archers would have scouted for shooting my general. Because of his actual deployment he left all
his vulnerable parts front and center and unprotected.
Once again I went first and didn’t do anything, not even move my
general. On Cary’s turn 1 he shuffles
around a little and indirect fires at my general, but only once.
On my turn 2, 5 night runner units and 2 gutter runner units come on
the table. 1 unit of night runners kills
itself completely on my first misfire of the day. With the night runners I charge into the
catapult with its weapons team flanking the hierophant. A unit of night runners goes into the fast
cavalry. Two units go into the hierophant,
one in front and one in flank (joined by a weapons team). I put 2 other weapons teams in with the fast
cavalry. The gutter runners come on, one
out of rank to shoot. I put 5 of 6
wounds on the carrion. In combat I kill
off the catapult and 5 archers. In the
combat with the archers, I don’t target the hierophant directly and forget to
attack with the flanking unit. This
forgetting (which actually happened) is follow up by not moving the unit up
when the skeletons die off, nor counting the flanking in the crumble (nor do I
reform the unit, I just leave it there like it was placed there and not into
combat). Later Cary would say he was
surprised he didn’t lose his hierophant and the game right there, and it wasn’t
an accident. I was afraid he would
concede and trash my soft scores (which is a really sucky way to have to play
warhammer). Also the catapult dies.
On Cary’s turn 2 the Colossus and small chariot unit charge. A 10/6 magic phase has the general miscasting
the move spell which to move out the herald from within the big chariot block
(didn’t understand this – perhaps because of space or to make 2 chargers?),
kills a few skeletons, 2 night runners and wounds both wizards (failing the
lookout sir on the smaller wizard). He
loses 1 dispel die. I then dispel 1
casket while the other one fails to go off (yay!). Catapult goes after the general, hitting him
off center but fails to wound. I do 1
wound to the small chariot unit, and my unit dies on the pursuit. 2 weapons teams die based on panic
distances. I kill 4 skeletons and leave
just the hierophant with 1 wound after overkill.
On my turn 3 the rest of the army comes on without mishap. The gutter runners rear charge the big
chariot block with night runners in the flank.
Night runners also charge the casket.
I shoot off a chariot on the small unit.
In combat I roll hot on the large unit and kill 3 chariots. He kills the assassin and overkill puts 2
wounds to general and disappears the unit.
I also kill the casket, which then goes on to kill the other catapult
(until we remember its T7 in which case it does 2 wounds), does a wound to the
BSB, kills a weapons team and 5 night runners.
Do a wound to the hierophant which then dies to crumble, doing 2 more
wounds to the small chariot unit and the rest passing their tests – not that
there is much left. Another weapons team
kills itself as its unit gets away from it.
On Cary’s turn 3 the small chariots take 2 more wounds, leaving a
model. The other casket takes a
wound. He charges the chariot and BSB
into a night runner unit, BSB in the rear.
A 10/6 magic phase has im miscasting the casket with all dice and does 2
wounds to the center night runners (getting off easy!). It then fails to redirect. I fail to wound the chariots, break from
combat and get away. I lose 3 to the
terrain. IN the BSB combat I lose and
flee off the table. The general’s combat
and I fail my fear but pass a ward save to only lose by 1. The gutter runners still run off the table
and the night runners hold. Wishing for
a chariot to beat on in that combat.
On my turn 4 and what I have fleeing rallies. I fail to poison the last catapult. I put a wound on the hero and 5 onto the
casket. The casket then kills the last
chariot, 1 gutter runner, 4 other gutter runners that panic the unit and 1
wound to the colossus.
On Cary’s turn 4 the crumble puts 3 more wounds on the colossus. I fail to hit the general, which then runs
down the night runners.
On my turn 5 and 11 night runners flank the BSB. I poison off the catapult, the BSB then makes
all his saves in the combat.
On Cary’s turn 5 the colossus gives up and dies due to crumble. The general rear charges NR because fleeing
would make them dead anyways. I fail the
fear with the hero and he passes all his saves.
I flee and he passes his dangerous terrain test. I fail to wound the general who then kills
off the unit.
On my turn 6 the night runners don’t rally, but stay on the table. The gutter runners do rally. Another unit of gutter runners then kills the
general’s chariot.
Cary’s turn 6 and the gutter runners don’t hit on the stand and shoot,
he does 1 wound on impact and the game ends.
So a win, but I feel this should have been a loss. Cary actually scolded me at the end of the
game for not telling him what my list did, when I know…I know I asked at least
4 times if he wanted me to explain it… before the game started after I told him
about my list building issue, when he deployed his scouts (first deployment!),
when I deployed my engineer (and he asked why character first and I told him I
had no others) and when I put down my tokens.
Also, Cary never rolled for his Stalkers. I didn’t notice until his turn 3, but when I
asked he asked why bother? I then asked
him every other turn and he chose not to.
I’m not sure it’s a choice to roll, and also at the end of the game he
actually added them to his points left alive, which I think was really not cool
– not on the table should be dead.
Otherwise why wouldn’t I just take the easy tie every time? (well
actually my engineer is worth 115 points – but I bet I could earn enough with
some gutter runners while the engineer kept him distracted. Still, not cool.
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