Saturday, December 29, 2012

Battle of the New Lists.


Since we were both giving new list tweaks a try and haven't played in a while we thought it was best to keep it simple and go with a standard Battleline mission.

This is a mod of my regular list and one I was running in our campaign.  I do expect to make some changes.

2500 Pts - Bretonnia Roster

Lord (229 pts)
      Sword of Swift Slaying,Cuirass of Fortune,Gauntlet of the Duel,Virtue of Heroism

Prophetess of the Lady (250 pts)
      Level 4 Upgrade, Prayer Icon of Quenelle, Lore of Heavens

Paladin (124 pts)
   Battle Standard Bearer, The Wyrmlance, Gromril Great Helm, 

12 Knights of the Realm (327 pts)
   Full Command & Standard of Discipline

13 Knights of the Realm (351 pts)
   Full Command & Banner of Swiftness

12 Knights Errant (301 pts)
   Full Command & Errantry Banner

10 Peasant Bowmen (65 pts)
   Braziers

Peasant Bowmen (65 pts)
   Braziers

Peasant Bowmen (65 pts)
   Braziers

49 Men-at-Arms (272 pts)
   Full Command

5 Mounted Yeomen (87 pts)
   Musician, shield

3 Pegasus Knights (175 pts)
   Musician, Champ


Field Trebuchet (90 pts)

Field Trebuchet (90 pts)


My opponent wanted to give the Doombull list a try and with the help of some Christmas goodies now had the models to field the force.

2500 Doombull list













LORD






Doombull





348
(Gnarled Hide, Shield, Heavy Armor, Ramhorn Helm, Dawnstone, 

Sword of Swift Slaying, Ironcurse Icon, Uncanny Senses)









HERO






Bray Shaman




135
(Level 2 upgrade, Lore of Death, Power Stone)










Bray Shaman




135
(Level 2 upgrade, Lore of Beast, Dispel Scroll)










Wargor Battle Standard Bearer



164
(BSB, Crown of Command, Charmed Shield, Heavy Armor, Biting Blade)








CORE






30 Strong Gor Herd




265
(2xHand Weapons, Full Command)











17 Strong Gor Herd




161
(2xHand Weapons, Full Command)











Tuskagor Chariot




80








Tuskagor Chariot




80








5 Ungor Raiders w/ Musician



33








5 Ungor Raiders w/ Musician



33








5 Ungor Raiders w/ Musician



33








5 Ungor Raiders w/ Musician



33








SPECIAL






7 Minotaurs




458
(2xHand Weapons, Light Armor, Champ with The Other Trickster's Shard, 
Musician)














20 Strong Bestigor Herd



285
(Heavy Armor, Great Weapons, Full Command, Standard of Discipline)








Razorgor Chariot




145








Razorgor Herd




55







Razorgor Herd




55







2498

The razorgors are being proxied.  One is a wolf on the proper base, the second is the dragon ogre and the chariot is the boar on proper base size.


Spell wise my Prophetess rolled on heavens and end up with Iceshard Blizzard, Harmonic Convergence, Urannon's Thunderbolt, & Chain Lighting.

His Death shamen ended up with Soul Blight and another spell that didn't come up. The Beast shamen knows Wyssan's Wildform and Curse of Anraheir.


This is a snapshot of the pre-vanguard moves. 
The knight lance closest towards the bottom is the Knights of the Realm with the Banner of Swiftness.  The knight lance with the 3 painted knights is the Errant lance (w/BSB) and the lance above them is the lords lance. The men at arms started out behind the fence with the prophetess.




A quick pic after the vanguard moves. The Pegasus Knights and Yeomen move up to start flanking the beastmen forces.




Turn 1 falls to the beastmen so I can take advantage of The Blessing.

Beastmen 1
A lucky Ambush roll brings the smaller Gor herd onto my right flank. Poor planning on my part allowed him to sneak in and not get charged.


The rest of his movement phase is spent surging forward.  Magic and shooting have little effect.

Bretonnian 1

The Yeomen charge  Ungor chaff.


Pegasus knights move up to flank  the beastmen line.

Knights of the Realm with Banner of Swiftness perform a swift reform to engage the ambushing Gor herd.


 Hand to hand has a less than stellar result as the Yeomen kill 2 Ungor but lose 2 in the process.  Worse of all the ungors hold setting the yeomen up for a flank charge.

Remaining moves see the Prophetess leave the men at arms and minor shifting of the forces.

Beastmen 2

The Ambushing Gor herd charges the knights to their front.



The chariot on the his left makes the charge against my yeomen.Normally I would be upset by this, but they are getting what it coming to them for failing to kill some ungors.




A lone Razorgor charges an archer block.The sticky situation here was the prophetess was behind them so I didn't want to risk fleeing the charge and causing her to panic off the table.  So I stand and shoot as my reaction since I know I will be Steadfast for at least 1 turn.



Magic sees the Minos get Wyssan's on them making them extra beefy.

Hand to hand has the archers put a wound on the Razorgor but take two losses in return.  Gooooo Peasants!
The  ambushing gor herd loses combat thanks to my ranks, armor, and a lucky kill or two on my part.  The gors pass their -2 leadership test.

The chariot smashes the Yeomen and overruns ahead.

Bretonnian 2

The Errants charge the chariot.  He decided to hold since he knew I would redirect into his other chaff if he didn't. The pegasus knights fly back to get LOS to the ambushing gor herd to help out if the knights can't clear out the gor this turn.


During the magic phase I attempt to clear off some chaff with Heavens ranged spells.  Unfortunately I get Irresistible off on Thunderbolt then proceed to roll a 1 for the hits and a 1 to wound.  Miscast has me take a wound.

The shooting phase has a Treb shot land on the Bestigors killing 7 and causing a panic check.  Lucky for him they pass.

In hand to hand the Errant Knights easily kill the chariot and reform.  The more impressive thing is they haven't taken a wound yet to dangerous terrain. The weakened unit of ungors panics and runs.

The Razorgor takes another wound in hand to hand but kills 3 archers in the process.  They then proceed to fail their Ld10 steadfast check and head for the hills.



Beastmen 3

Razorgor charges the archers off the table and fails to redirect.
The Gor unit with the BSB fails its charge into the Errant block . Regular moves has his Razorgor move to block the errant knights and a small group of ungors I failed to panic off block my lords unit. The rest of his forces moves forward.



Bretonnian 3

The errants and lords unit charge the chaff. Pegasus Knights charge in and try to finish of the Bestigors. The banner of swiftness knights move up to help engage the main forces.



The  men at arms move up to engage the minotaurs.  The archers attempted to charge the ungor skirmishers in order to panic the chariot.  Unfortunately for me they passed their panic check and my archers are set up for a reasonable charge.



In hand to hand the chaff was easily killed.  The closest battle was the pegasus knights.  I was helped a bit with a lucky treb scatter that killed 4 bestigors and wounded the shamen.  Thanks to extremely poor stomp rolls the knights were 1 kill away from breaking steadfast and the Bestigors passed their break check setting up a perfect flank charge for the Razorgor chariot.

Beastmen 4

Minos charge the men at arms and the ungor skirmishers move up to block the lords unit.


The razorgor chariot gets the flank of the Peg knights and the Knight Errants flee the charge from the gor herd with BSB.


In the magic phase the Beast shamen gets Wyssans off Irresistibly and looses 2 levels.

Moving to hand to hand the Peg knights are broken then are run down.  The minos go kill frenzy on the Men at arms but they hold of Steadfast 10.

Bretonnian 4

The lord unit charges the chaff. The hope is to over run into the minos after killing the ungors.


Knights of the Realm with banner of swiftness charges the razorgor chariot.






I got a bit lucky in a early portion on the magic and combat phase. In magic I was able to get Harmonic Convergence on my men at arms and Iceshard blizzard on the minos.  Then the lord unit was able to overrun into the flank of the minos.


Hand to hand has my banner of swiftness knights fail to kill or break the razorgor chariot.  In the game deciding combat the knights and lord decide to fail but has the men at arm really step up. Despite my best efforts I was still able to win the combat but the minos pass a -2 break test and my lord taking 2 wounds in the process.


Beastmen 5

The bestigors charged the fleeing Errant knights to try and scare them off the table.  Luckily I was able to roll low and keep them on the board.  The bestigors then redirect into the front of the knights of the realm. To ensure the knights are killed he also flanks them with his Gor herd.

Not pictured is the Razorgor who chased the archers off the board charging the rear of the men at arms in hand to hand with the minos and doombull.



The chariot on the flank charges the archer block who decide to flee off the board.



The Death shamen irrestibly cast soul blight on my lords unit in hand to hand but the miscast causes him to lose his final wound.

In hand to hand the Doombull and company finally kill enough of the men at arms to break their steadfast but I am luckily able to kill the doombull with Heroic Killing Blow. Sadly even that isn't enough to allow me to win combat.The minos reform to face the lords unit and the razorgor chases the men at arms but fails to catch them. The prophetess fails her panic test and decides the Lady requires her to be elsewhere so she flees off the table.

The banner of swiftness knights generally fail at everything and are run down by the Razorgor chariot.  The gor herd reforms to flank my lords unit.


Bretonnian 5

The fleeing Knights Errant finally decide to rally. A lucky Treb shot managed to kill 9.  Lords unit generally whiff.

Beasts 6

Lords unit is flanked.


Chariot finally gets to the treb.



In hand to hand my Lords unit is broken through sheer static combat resolution but we manage to flee far enough. We didn't remove the standard but we know he died. The chariot  then smashes the Trebuchet to little bits.


Bretonnian 6

Lord unit rallies!

The Errant unit charges the Razorgor chariot who flees.  The bowmen then decide to be productive by moving forward and killing off the last bestigor who was making a run for the back corner.

With that the game ends.

Battle points has us coming out to a draw with the beastmen losing 1301 and the bretonnians losing 1301.  We both weren't super happy with our lists so will be making some adjustments.  He will be looking to add in a lvl 4 and more bestigors.  I was originally looking to add in a damsel with the crown of command but I think I will end up with a paladin with the crown to sturdy up the Banner of Swiftness knights.




Monday, December 10, 2012

Well, I was planning on heading up to Dicehead Games for a tournament on Sat the 8th but life seemed to spring up and stop everyone who was interested in heading up there.

We were testing out a tournament mission. The complete list can be found here Missions

Christmas:
Santa has presents to deliver and the Grinch wants to stop him!

Scenario Special Rules:
Players roll off. The highest gets to nominate whether they are Santa or the Grinch.  Your general is now designated as such.

Santa – Gives the unit he is joined the Stubborn Special Rule.
Grinch – Any unit fighting the Grinch can not claim steadfast.

Deployment:
Dawn Attack (pg. 145)

Objectives:
Santa vs. the Grinch:

If Santa is alive at the end of the game, the Santa player gets 15 points.  If not, the Grinch player gets 15 points.

Elven Helpers

If you have more core units than your opponent on the table at the end of the game, 5 points.  If you have more core units in your opponent’s deployment zone than they have in yours, 5 points.

Game Length:
The game lasts for 6 turns or until time is called.


The tournament was for 2,250 points so we both had to make some mods since we normally run 2,500pts around here.  My opponent is new to fantasy and wanted to be able to rely on a solid core to hold him.

His list went something like

1 Blood Thirster w/ re-roll hits and the Str 10 upgrade.

1 squad of 41 pink horrors full command
1 squad of Bloodletters at 30 full command
1 squad of Bloodletters at 18 full command
1 herald of Khorne with BSB, 3+ armor, 125pt Stubborn banner
1 herald of Khorne with 3+ armor
1 herald of Tzeentch with master of sorcery

My list was
Lord w/ ASF sword, WS10 armor, Gauntlet of the Duel, & Heroic Killing Blow
Prophetess w/ Lvl 4, Heavens, & Prayer Icon
BSB w/ Wyrmlace (flaming attacks) & reroll failed armor saves
11 Knights of the Realm w/Full command & Standard of Discipline
9 Knights of the Realm w/Full command & Banner of Swiftness
11 Knight Errants w/ Full command & Errantry Banner
47 Men At Arms w/ Full command
2 X 10 Bowmen w/ braziers
10 Skirmishing bowmen w/ braziers
3 Pegasus Knights w/ Musician
2 X Trebuchets 

Deployment

After the rolls for table sides and what not he had to deploy his army first.  The rolls pretty much forced him into the far corner there.  My rolls were a bit better and my forces were a bit more evenly spread.

Spells wise he had the entire lore of Shadow and his Horrors.  I ended up with Thunderbolt, Chain lighting, Iceshard Blizzard, & Harmonic Convergence.




Demons 1

Thanks to some dice rolls the bulk of his forces were in a bad way and he had to start digging them out.  The sphinx being impassible made it to where he had to stack his Bloodletters in order to get them out.



Because of the mission he wanted to focus on taking out the Trebuchets since they were the only thing in my army that could realistically take him out in one shot.  He did take a risk running in front of my general because of the Heroic Killing Blow.


The magic phase brought us 8PD -> 4DD.  He 6 diced Steed of Shadows on the Bloothirster to move him into the position below. 

 Brets 1

A quick overshot of all the moves.


Planning on the Bloodthirster killing the trebuchet and overrunning away. I thought it was best to move my general and unit up to attack his forces before they could close on us.  The archers reformed to start taking shot at the Bloodthirster.


The Errant Knights attempted a charge to the smaller Bloodletter unit but failed thanks to rolling a 3. Pegasus Knights and the smaller block on Knights of the Realm move up to flank the Bloodletter blocks.  The Prophetess leaves the Men at Arms blocks to start throwing some magic at the Bloodthirster.  Men at Arms moves up to engage and delay the blocks as needed.



Demons 2

Bloodthirster charges the Trebuchet and smashes it.  The rest of his forces marches forward to engage my general and my other forces.

Magic has The Withering go off against the Generals unit Irresistibly bringing their toughness down to 1. 

Brets 2

Archers and Prophetess move up to harrass the Blood Thirster.


Men at Arms and Knights Errant w/BSB go into the flank of the smaller bloodletter unit.  The Knights of the Realm w/General charge into the horror unit.  My hopes are to force challenges with the Gauntlet and take out the herald to shut down his magic.

The Pegasus knights and smaller Knights of the Realm unit move into supporting positions.


Magic has the Prophetess getting Chain Lighting off then Thunderbolt off Irresistibly.  A couple wounds get through his 3+ ward.

 Turn 3

Blood Thirster moves up to take out his second biggest threat.

Larger Bloodletter unit reforms to either flank the Men at Arms or take out the knights.


Magic has another wound taken from the Blood Thirster.

Turn 4

Peg knights charge in to help grind out the Horrors unit.

Archers and Prophetess continue their chase of the Greater Demon.


The peasants managed to ding a wound off the herald in the smaller Bloodletter unit.

Demons 5

The Knights of the Realm  hold against the charge to prevent the bloodletters from flanking the men at arms and swinging the combat back into the demons favor.


The smaller Knights of the Realm unit breaks and runs off the table.  The Bloodletters reform.

The Bloodthirster charges the closer archer unit which flees away to safety but it panics the unit of archers it runs through.

Brets 5

Both archer units rally **GASP**
The Skirmishing archers move up into the woods to get into short range of the Bloodthirster.


Not pictured is the Dance of Joy when the lowly peasants  kill the Khorne herald in the smaller Bloodletter unit.

Demon 6

The Bloodthirster charges and catches the skirmishing archer unit.  Through magic alone he has been brought down to 1 wound.  Even with only a 5+ ward he managed to deflect every arrow shot at him.


The larger unit of Bloodletters charges the flank of the Men at Arms. Many peasants were slaughtered, they were not missed.


Last turn and with the game on the line the Prophetess runs up to the Blood Thirster (knowing he couldn't hurt her) and unleashes the full might of the Lore of Heavens.  Bolt after Bolt strikes the Greater Demon to no effect since Khorne protects his followers from foul magics.  Then like the little lightning that could the Heavens Lore attribute decides to step up and wounds the Blood Thirster.  The roll is made and......comes up a 1. 

The mighty Blood Thirster is finally brought down by the Lore of Heavens attribute.  The game ended as a 20-0 win for Bretonnia.

The scenario really helped me out on this one.  I think in a regular game he would have just got his Blood Thirster stuck into combat and not worried about it.  Since the whole game hinged on him living he needed to take out the Trebuchets and avoid the HKB lord.

If you are wondering why combat wasn't really mentioned it is because of the Demon Stubborn banner.  I was winning the combats, but with him be LD8 with a reroll most of the kills only came through actually combat and not crumbling.

The Trebuchets either misfired, scattered wildly, or were dead.

 ________________________________________________________
As a final note the reason for the lack of pictures is because the original plan was to use Battle Chronicler so the photos were only for my reference.  I wasn't a fan how the Chronicler worked so I just decided to unload the photos and go from there.  Next report there will be more photos and hopefully more painted minis.