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Post by MarkM on Jul 7, 2019 7:09:44 GMT
Ok, I've decided to split out game systems as having them together was bugging me. This thread is dedicated to Kings of War Kings of War Games 1-10 were all fought using 2nd Edition rulesGame 10 - 31/10/19 - Herd vs Alex M's Brotherhood of Men - Battle and army lists (2019 SELWG Quarter Final) Game 9 - 05/07/19 - Herd vs Neil H's Empire of Dust - Battle and army lists (2019 SELWG KOW comp) Game 8 - 07/06/19 - Herd vs Luke B's Varangur - Battle and army lists (2019 SELWG KOW comp) Game 7 - 10/05/19 - Herd vs Cormac M's Undead - Battle and army lists (2019 SELWG KOW Comp) My Herd list for the 2019 SELWG KOW Competition games Game 6 - 19/05/17 - Herd vs Alex M's Elves - Battle and army lists (2017 SELWG KOW Comp) Game 5 - 28/04/17 - Herd vs Tony R's Herd - Battle and Tony's list (2017 SELWG KOW Comp) Game 4 - 07/04/17 - Herd vs Dan W's Dwarves - Battle and Dan's list (2017 SELWG KOW Comp) Game 3 - 06/04/17 - Herd vs Greg F's Twilight Kin - Battle and Greg's list (Friendly using our comp lists). Game 2 - 17/02/17 - Herd vs Neil R's Forces of the Abyss - Battle and Neil's list (2017 SELWG KOW Comp) My Herd list for the 2017 SELWG KOW Competition games Game 1 - 03/02/17 - Herd vs Alistair A's Undead - Part 1 - My List - Part 2 - Alistair's list - Part 3 - Battle Report
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Post by MarkM on Jul 7, 2019 11:14:46 GMT
The Herd of Khazbar the Magnificent vs Cormac’s Undead – KOW – 10/05/19
I haven’t played KOW in a good few years so I thought it was about time that I gave it another go and as usual that meant jumping straight into a club competition. My opponent for my first game was Cormac and his undead. By a fortuitous stroke of luck, he was down at the club as his dad was playing a game and was able to bring along his army after my booked opponent had to cancel at short notice. This worked out nicely as it meant we would both get bonus points for fitting in our first game before the deadline. Lists The Herd
Khazbar – Shaman – Heal, Critter Call, Amulet of the fire-heart – 150pts Wazzock – Shaman – Heal, Shroud of the Saint – 145pts Spirit Walkers - horde – Brew of Strength – 260pts Spirit Walkers - horde – Blessing of the Gods – 255pts Guardian Brutes - horde – Potion of the Caterpillar – 250pts Stampede – horde – Brew of Haste – 275pts Beast Pack – troop – 70pts Beast Pack – troop – 70pts Harpies - troop – Staying Stone – 95pts Brutox – 220pts Brutox – 220pts Tribal Longhorns – regiment – 145pts Tribal Longhorns – regiment – 145pts Total 2300pts Cormac’s Undead
Liche King – Heal – 165pts Necromancer – Heal, Grimoire of Darkness – 130pts Undead BSB – 50pts Barrow Wights – horde – 265pts Soul Reaver Cavalry – regiment – Potion of the Caterpillar – 320pts Werewolves – horde – Brew of Strength – 275pts Zombies – Legion – undead rats, brew of sharpness – 245pts Wraiths – troop – 140pts Wraiths – troop – 140pts Revenants – horde – Undead rats, pipes of terror – 225pts Revenants – horde – Undead rats, mace of crushing – 215pts Ghouls – troop – 65pts Ghouls – troop – 65pts Total – 2300pts Prematch rolls Terrain
Neil (the TO) had once again produced a terrain pack. It’s not like the Epic Dwarf maps but instead you roll a D6 and based on that, you have a set number of different terrain pieces. In each scenario one piece of the terrain is placed in the dead centre. We rolled Map pack 3 which consisted of: 2*Marshes height 0 but grants a cover save modifier) 3*Woods (all height 4 and one of which had to be placed in the centre) 2*Hills (all height 2) With my army pretty much all having the pathfinder ability (ignore combat penalties when charging through/into terrain), I made sure to place as much of it in a line down the centre of the board as it would work in my favour. After placing the terrain in looked like this: Scenario
The scenario played was to be ‘Control’: At the end of the game, divide the board into 6 2*2’ squares. The player with the most unit strength in each section controls it. All squares are worth 1 point except the centre square in your opponents half which is worth 2 points. Nominated Unit
The competition also introduced a limited experience table. Before the battle, each player could secretly nominate 1 unit (some restrictions applied to what you could nominate). If that unit survived, it could roll on a table that would give it an extra ability. Anything from +2 attacks to re-rolling 1’s to hit (Elite) etc. Nothing on the table was outrageous, pretty much it was just existing skills in the game and was a nice touch. For my unit, I chose the Guardian Brutes, mainly as they were the only thing with any armour! Deployment & Plan
With Cormac sporting 3 units of flyers and having been caught out by them before, I decided to deploy with a layered effect with the Longhorns set right behind my lines. Hopefully they could prevent the flyers leapfrogging my units and causing carnage from behind. With no shooting opposite me, the two shamans went front and centre to maximise their move before they needed to cast and the majority of the herd were placed around them in order to be covered by their healing and inspiration. The aim was to try and crush the centre, with my units being able to weather any attacks due to the concentrated healing. The Stampede and Brutox’s were set up on the flanks as a holding force.
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Post by MarkM on Jul 7, 2019 11:19:09 GMT
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Post by MarkM on Jul 7, 2019 11:26:08 GMT
First Strike
Sensing an opportunity, Khazbar unleashed his forces. The Beastpack countered the ghouls but make as much as an impact as the ghouls had the previous turn (much to Cormac’s disgust). One horde of Spirit Walkers crushed the ghouls in front of them, which allowed the Guardians to slip into a small gap and get the opening attack on the Revenants who had been sheltering behind the ghouls engaged with the Beast pack. The other beast pack moved up to block both the Revanent horde and the werewolves on my left flank (covering the advance of the Brutox and Tribal Longhorns). On my right, the harpies also performed a blocking move whilst the other forces moved up. Having make the opening attack, the herd were soon to feel the counter blow. The left flank was the first to feel it with the two units of wraiths each targeting a unit. It was a smart move by Cormac, as although they had almost no chance of removing the units attacked, they did disorder them, meaning that my units lost their thunderous charge ability (which increases the chance of getting through the armour of their foes), something I had forgotten about it my hiatus from the game. His Cav also swiftly removed my Harpies, leaving them free to engage other targets on his next turn. In the centre the battle of the useless chaff continued with the Ghouls yet again failing to remove the dog pack. This meant we both had hordes that were basically blocked from contributing. Cormac then charged into combat with as many of his other units as possible though with the congestion in the centre, it meant he was unable to get the Revenants to counter charge. Despite taking heavy wounds, the only unit to fall was the sacrificial beast pack on my left flank.
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Post by MarkM on Jul 7, 2019 11:30:08 GMT
The Hammer blows
Having weathered the counter, the herd went on the all-out offense. Both units of wraiths were destroyed on the right flank, leaving just the Soul Reaver Cavalry, who were now outnumbered 3-1. The other flank had a similar story with the Brutox and Tribal Longhorns combining to destroy the Revenant horde. It did however leave themselves wide open for the waiting Werewolves to attack. In the central melee, the Beast pack gained a moral victory and finally killed the ghouls, over-running to still get in the way of the final Revenant horde. The Guardians and Spirit horde, recognising the threat of the Barrow Wights, combined and made short work of them. Khazbar and Wazzock did what they could to heal the injured units in front of them. With the undead forces having taken a serious blow, Cormac launched a co-ordinated strike. The Soul Reaver Cav, charged and removed the Stampede, recognising it was the greatest threat to him on that flank. The Revenant Horde had no choice but to attack the beast pack, to open up options for it in the next turn. The Zombie Legion attacked the weakened spirit horde and removed it. The werewolves also showed their prowess in swiftly cutting down the Longhorns and moving to flank the Brutox. All this combined to once again even up the playing field and give us both everything to play for.
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Post by MarkM on Jul 7, 2019 11:37:46 GMT
The Holding Action
With things looking balanced, the Herd once again launched the attack. On every front. Despite causing massive casualties, the undead took everything that was dished out. Seeing the Guardians about to cop a bucket load of attacks from the legion of zombies, both shaman focused the healing on them, taking the horde up to full health. The response was just as brutal, with beastmen being slain left and right. On the right flank, the remaining Longhorns somehow managing to hold on (though being wavered, meaning they wouldn’t be able to attack next go). This meant that the Cavalry were in trouble as the fresh Brutox was ready to smash into their flank. On the far side, the Brutox was also wavered but due to his special rule he would still be able to counter the following go. As predicted, the flank charge by the Brutox was enough to crush the cavalry, so the herd now had control of that part of the table. The struggle in the middle continued with the spirit walkers and guardians receiving heals to boost their survivability as both failed to remove their opponents again. In the battle on the left flank, the Brutox returned the favour and wavered the werewolves. This was a bit more of an issue for Cormac as they wouldn’t be able to do anything next turn and so that flank was now looking in serious trouble for him. The stand-off in the centre continued with his units also being healed and unable to remove the herd forces. On the left flank, in a move smacking of desperation (and a certain genius), the BSB charged into the Brutox, and with his single attack, managed to wound it, thus disordering him and removing his ability to wound the werewolves on a 2+ in the next turn. Although it was an unlikely outcome, it was a great bit of play. Fortune favours the bold and all that!
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Post by MarkM on Jul 7, 2019 11:38:51 GMT
The Finisher
In what would turn out to be the final go, the herd forces all counter charged in. Despite being disordered, the Brutox was able to crush the werewolves. The Guardians finished off the Zombies and the flank charge of the other Brutox, combined with the Spirit Walkers, obliterated the Revenant horde. With just 3 characters remaining on the field, Cormac graciously conceded defeat. Result
With no opposing units left in which to score, it was a win to me. We also had to record unit strength killed, in case of any tiebreakers: Me = 21 points of unit strength killed (Horde 5*3=15, Regiments 1*2=2, Troops 4*1=4) Cormac = 11 points of unit strength killed (horde 2*3=6, Regiments 1*2=2, Troops 3*1=3) Having survived the battle, the Guardian Brutes (my nominated unit) rolled the Elite skill. This meant they could re-roll’s one to hit in the next battle. Happy days. Conclusion
It was a fun way to get back into KOW and getting a win is always a great start to the competition. I was worried at the start of the game as Cormac has a reputation as quite a good player and there were elements in his list that I wasn’t sure how to deal with. The thing that probably went into my favour was the terrain placement, combined with my armies’ ability to ignore the negative effects of it. That really helped blunt some of his initial attacks and that combined with the large amount of healing I could do ensured the units were able to stick around. Overall an enjoyable game, though I’ll admit to writing this up a good couple of months late as due to work and a few other things, I didn’t have the enthusiasm to write it up before. As such any errors are due to the lack of notes and the time elapsed since playing.
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Post by Victualler on Jul 9, 2019 19:22:47 GMT
As usual a very detailed account Mark. Well done.
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Post by MarkM on Jul 14, 2019 8:31:33 GMT
The Herd of Khazbar the Magnificent vs Luke B’s Varangur – KOW – 07/06/19
My second game of the competition was against my old adversary Luke, fielding his beautiful old school ‘not’ Warriors of Chaos. As normal we weren’t taking our game particularly seriously and spent a great amount of time chatting. So much so that it is the first time I’ve ever failed to finish a game of KOW! Lists The Herd
Khazbar – Shaman – Heal, Critter Call, Amulet of the fire-heart – 150pts Wazzock – Shaman – Heal, Shroud of the Saint – 145pts Spirit Walkers - horde – Brew of Strength – 260pts Spirit Walkers - horde – Blessing of the Gods – 255pts Guardian Brutes - horde – Potion of the Caterpillar – 250pts Stampede – horde – Brew of Haste – 275pts Beast Pack – troop – 70pts Beast Pack – troop – 70pts Harpies - troop – Staying Stone – 95pts Brutox – 220pts Brutox – 220pts Tribal Longhorns – regiment – 145pts Tribal Longhorns – regiment – 145pts Total 2300pts Luke’s Varangur
Warband – horde – 180pts Sons of Korgan – Regiment – 230pts Sons of Korgan – Regiment – Blessing – 255pts The Fallen – horde – healing brew – 245pts The Fallen – horde – 240pts Tundra Wolves – troop – 110pts Mounted Sons of Korgan – Regiment – Potion of the Caterpillar – 280pts Horse Raiders – troop – 115pts Magus – Famulus, Mount, Bloodboil, inspiring talisman – 165pts Ice Queen – Famulus, drain life, heal, shroud of the saint – 120pts King on Chimera – 310pts Funny Bone – 50pts Total – 2300pts Prematch rolls Terrain
We rolled Map pack 5 from the TO’s chart which consisted of: 2*buildings, which had to be placed on the centre line, 9” apart and connected by a wall 2*additional buildings (all height 4 and impassable) 2*Hills (all height 2) So this was one game where my pathfinder wouldn’t really come into the fore. As such I pretty much matched Luke’s placement so we had a symmetrical table (which meant we didn’t have to worry about what side to choose. Lazy gaming I know! After placing the terrain in looked like this: Scenario
The scenario played was ‘Pillage’: You must place D3+ 4 objective markers on the board at least 12” away from another (we rolled 7). Each player takes it in turn to place an objective. At the end of the game any scoring unit within 3” controls the token. Like the terrain, these were pretty much symmetrical in placement with one dead centre and 3 each side. Nominated Unit
I honestly can’t remember what I chose as my nominated unit to gain experience if it survived (it may have been the Guardian Brutes again). I’m also not sure what unit Luke chose. Either way it didn’t matter as I do know that neither of our nominated units survived! Deployment & Plan
With one token square in the middle of the board, I knew I had to send one of my spirit walker hordes straight at it, knowing that its flank would be protected by the buildings. It would be backed up by the shamans who could hide behind buildings whilst still giving support. I then split my forces pretty evenly on both sides. I’ll admit to being a little worried about the equal ability of Luke’s forces to dish out damage, combined with their higher armour. After deployment it looked like this.
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Post by MarkM on Jul 14, 2019 8:34:18 GMT
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Post by MarkM on Jul 14, 2019 8:37:03 GMT
First Strike
the Beast Pack moved to block the Sons of Khorgon unit, backed up by the longhorns, allowing the Guardians to swiftly remove the Horse Raiders. They were careful to back up once the mounted marauders were destroyed to prevent a retaliatory strike against them. Khazbar game out from behind the house to cast Critters call on the Varangur King on Chimera so he couldn’t fly behind the herd lines next turn. The Harpies flew up to block the Warband and the Fallen and the Stampede moved back a bit. In the centre the Spirit Walker Horde moved up to the protection of the wall, laying claim to the objective there. The other beast pack sped forward to block both the Sons and Fallen on my right flank, which allowed the second spirit walker horde to position itself for a counter. The Longhorns moved up beside them and the two Brutox’s turned to threaten flanking manoeuvres. The Counter
T2 The Varangur right flank moved immediately to force an advantage. The Fallen and Warband crushed the harpy unit to make sure the meddling flyers would not block their path again. The Sons of Khorgan consolidated the hold on the objective by sweeping aside the warbeasts. The mounted King, deprived of his flight, moved into combat with the longhorns and although they didn’t break, they were seriously wounded. The nearby funny bone moved to prevent the stampede from charging the King (the fallen were just out of range). In the centre, the mounted sons lowered their lances and crashed into the spirit horde. The impeding wall and the size of the opponents unit ensured that the Sons were unable to break them on the charge. The inevitable grind was about to begin. The left flank was looking dangerously vulnerable and so chances had to be taken. The regiment of Sons charged into the dogs to take them out and the Fallen swung in a 90 degree move that bought them out of the charge arc of one of the Brutox and close to two objectives. The Wolves, that had previously fled, moved up to threaten a flank charge. The longhorns took a few wounds from a lightning bolt.
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Post by MarkM on Jul 14, 2019 8:40:35 GMT
The ‘should have been’ Hammer blows
The Longhorns counter-charged the King and although didn’t make much of an impact, they at least damaged him enough that he was again disordered (so couldn’t fly). The nearby Stampede, with its path blocked, decided discretion was the better part of valour and backed up a bit to try and hold the objective. The Guardian Brutes tore into the Sons of Khorgan, inflicting massive damage and with an almost guaranteed removal of the unit, the Sons managed to get insane courage and held. I couldn’t believe it. I rolled snake eyes, the only thing that wouldn’t remove them. That flank was looking decidedly shaky next turn. In the centre, the stalemate continued with the spirit horde inflicting a fair chunk of damage on the mounted sons. It was helped by the shaman healing the horde of most of the wounds they had previously suffered. My right flank was looking in a lot better shape. One Brutox charged into the front of the fallen. The second, bypassed them and hit the nearby Sons. This bit of sneaky manoeuvring allowed the Longhorns to charge the flank of the Fallen and between them and the Brutox, that unit was swiftly removed. The second horde of spirit walkers was quick to join the other Brutox and fully brutalised the regiment of Sons and with another ‘guaranteed’ removal of a unit. You guessed it, I rolled another snake eyes, so the unit stayed on the table. You just couldn’t make this up! The first of the double ones! The second (just to rub it in!). A Second Chance
With the unexpected double bonus thrown his way, Luke was quick to try and capitalise. On his right flank, the funny bone stayed in position, blocking the stampede. His Fallen moved up to be able to threaten them in the next turn. Due to the footprint, his warband was unable to join combat but it wasn’t needed as the Sons were able to dispatch the Brutes (and in the process removing their Elite upgrade gained last game). The King then removed the Longhorns. This left that flank pretty much dominated by his forces. The central battle continued with his Mounted Sons continuing to attack the Spirit Warriors. Though they inflicted a large amount of damage, heals the unit had received previously, made it almost impossible for them to be removed. Seeing a chance to even the odds on his left, the mortally wounded Sons, hit the Brutox but failed to kill it. The Magus again called down lightning bolts into the Longhorns and it proved too much for them and they fled. The Wolves then hit the other Brutox and also caused damage but the great beast was able to shrug it off.
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Post by MarkM on Jul 14, 2019 8:42:21 GMT
Final Moves
With my left flank lost, I backed up my Stampede further, to sit on top of the objective (a mistake that I’ll cover later). In the centre, boosted by the Shaman, the Warriors defeated the Mounted Sons and ran them down. This not only meant they took control of the central objective but they were now firmly ensconced between the two houses. On my right, the Warriors and Brutox combined to hit the Regiment of Sons. This time the Varangur unit weren’t so lucky and were swiftly removed. The other Brutox hit the Wolves, causing serious damage (and regenerating in the process). Needing only to beat a 3 to remove them and thus capture the objective, I bloody rolled a 3 (much to the amusement of the crowd watching the game). In his final moves of the game the Sons of Khorgon maintained their positon on the objective. The Warband next to them, moved up to capture the other objective. With nothing to lose, the Fallen hit the front of the Stampede. Though they took damage, they weren’t removed. However, due to the back peddling that the Stampede had done in the previous turn, it meant that the fallen were able to contest that object (meaning no one claimed it). With his only other move, the Wolves counter charged the Brutox, looking for a lucky takeout. It was not to be and with that done, we ended the game.
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Post by MarkM on Jul 14, 2019 8:45:55 GMT
Result
We each held 3 tokens at the end of the game so it was a draw.
We also had to record unit strength killed, in case of any tiebreakers:
Me = 8 points of unit strength killed (Horde 1*3=3, Regiments 2*2=4, Troops 1*1=1) Luke = 8 points of unit strength killed (horde 1*3=3, Regiments 1*2=2, Troops 3*1=3)
Neither of our nominated units survived the battle to gain experience. On top of that, because the Guardian Brutes were destroyed, they also lost their Elite ability.
Luke’s Warband had previously gained experience and because they survived, they retained their bonus +2 attacks.
Conclusions
What a frustratingly close game! A draw was probably a fair result but man, rolling doubles 1’s on two separate occasions, when in both instances the units should have been removed, was frustrating to say the least! Then rolling the 3 for the wolves’ nerve test, on my final turn, was the icing on that bitter cake! What made it worse (or funnier for Luke) was on all three occasions, the same group of club members had wandered over just in time to witness the rolls.
On the final turn, we did have a discussion about whether his King could charge the flank of the Spirit Walkers in the centre. Technically, from the unit placement, it could have done but only because I’d been lazy with moving them on the overrun (and hadn’t moved them all the way). Luke was a gent’ about that but shows the importance of actually properly moving units.
Luke and I had our normal after game chat driving home and he was of the opinion that I probably should have won the game. There is an argument for that but although I was unlucky with the nerve rolls, I had been rolling hot with my attack rolls, so it probably evened out.
With regards to the objectives, I had made a few mistakes too. Moving the Stampede to allow him to contest that one was a blunder. Their footprint was enough that parking them in front of it (rather than on it), would have prevented him getting within 3” of it.
That said, on the far flank, although my Brutox failed to either contest that objective (as Luke’s placement was better) or kill his wolves (and thus overrunning to capture that objective), bouncing back after losing combat, was enough to get him in range of the uncontested objective behind him (my other Brutox was just out of range). This ultimately saved me from actually losing the game.
I think that just goes to show how tight the game was (something I am used to when facing him – the last game of the Wood Elves vs his Bretonnians was not a normal occurrence!).
I should also point out that due to taking no notes, the time delay between playing and writing and the lack of photos (compared to my normal fare), there is a large amount of poetic licence. There is a definite possibility that I’ve not only missed an entire turn (I think this is quite likely) but combats written about didn’t happen in the way I think (for instance the Longhorns on my right flank definitely charged the flank of the Fallen to help remove them but I can’t remember how they were then destroyed themselves. I guessed it was from a lightning bolt spell rather than combat but I’ve no idea!).
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Post by MarkM on Jul 19, 2019 6:04:55 GMT
My third and final group game was against Neil and his Empire of Dust (Tomb Kings) army. I was very much looking forward to this game as I’d not only not played Neil before but also never played the Empire of Dust either. As an extra bonus, I’d seen his Tomb Kings army several years ago and it is beautifully painted, so I’d also be able to get some great shots of it up close and personal. As ever with my recent KOW reports, I took no notes and so there is some poetic licence in the write ups and any mistakes are down to this lack of notes and piecing together what happened from a sketchy memory and photos. Lists The Herd
Khazbar – Shaman – Heal, Critter Call, Amulet of the fire-heart – 150pts Wazzock – Shaman – Heal, Shroud of the Saint – 145pts Spirit Walkers - horde – Brew of Strength – 260pts Spirit Walkers - horde – Blessing of the Gods – 255pts Guardian Brutes - horde – Potion of the Caterpillar – 250pts Stampede – horde – Brew of Haste – 275pts Beast Pack – troop – 70pts Beast Pack – troop – 70pts Harpies - troop – Staying Stone – 95pts Brutox – 220pts Brutox – 220pts Tribal Longhorns – regiment – 145pts Tribal Longhorns – regiment – 145pts Total 2300pts Neil’s EoD
Skeleton Spearmen – Regiment – 105pts Revenants – horde – casket of the damned, Hann’s Sanguinary Scripture – 225pts Skeleton Archers – troop – 75pts Skeleton Archers – troop – 75pts Mummies – Regiment – 170pts Enslaved Guardians – horde - casket of the damned – 255pts Swarm – regiment – 65pts Revenant Worm Riders – horde – Potion of the Caterpillar – 230pts Revenant Worm Riders – horde – 210pts Monolith – warmachine – 80pts Balefire Catapult – warmachine – 100pts Balefire Catapult – warmachine – 100pts Soul Snare – warmachine – 150pts Pharaoh on Chariot – 195pts Cursed High Priest – 120pts Arkhanten – 145pts Total – 2300pts Prematch rolls Terrain
As I knew I’d be running a little late, I had told Neil to roll and set up Terrain. He had used an independent adjudicator to roll and ended up with Map pack 3 from the TO’s chart which consisted of: 3*forest, one of which had to be placed in the dead centre of the table (all height 4) 2*marshes (all height 0 and difficult terrain) 2*Hills (all height 2) The terrain placement looked like this: Scenario
The scenario played was ‘Invade’: You gain points equal to your unit strength for each scoring unit in your opponents half of the table. Nominated Unit
To be a bit different from my previous games, my nominated unit to gain experience (if it survived), was the Stampede. Deployment & Plan
Neil won the choice of sides and was careful to think about which side he wanted. I pointed out to him that this was another game where my pathfinder skills would mean the terrain would have no negative effects for my army. As such his decision basically boiled down to: did he want the additional tree base in his deployment zone or not. In the end he decided he didn’t want it impeding his forces as he rightly knew, I’d have the advantage of speed. I have to say, this was my kind of scenario. As I’d be moving as fast as possible to engage Neil’s forces, it played into my armies strengths. As such my strategy was fairly simple, move everything across the board as fast as possible to engage his forces, thus scoring and preventing him from doing the same. I kept deployment fairly similar to my previous games. The two hordes of spirit walkers front and centre, supported by the shamans and with the Longhorns guarding their flanks. The Stampede went on one flank to threaten that and the two Brutox on the other. When his two hordes of Worm Riders went together, I knew the Guardians had to be placed to support the monsters. After deployment it looked like this.
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Post by MarkM on Jul 19, 2019 17:14:36 GMT
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Post by MarkM on Jul 19, 2019 17:24:20 GMT
First Strike
Not wasting any time, the two Brutox charged into the Revenant Worm Riders at the far end of the line. The combined might of the monsters was enough to tear apart the unit and one overran whilst the other reformed to face the second unit of Riders who had been engaged by a unit of war beasts (I was attempting to both block them and remove their thunderous charge). The Guardian Brutes also couldn’t contain themselves at such an easy target in front of them and swiftly crushed the feeble archers. They did back up a bit, as the Enslaved Guardians were lined up to take full advantage of the newly formed gap in the undead lines. The elite Longhorns also joined in the fun getting a first strike on the skeleton spearmen. With their limited attacks, it was always going to be a tall order to remove them in a frontal charge but they surprised us both and managed the feat! (I’m not sure if remembered their Phalanx rule, which may have made a difference to this). With the last shooting round fresh in my mind, I also sent the harpies forward into the second unit of archers. The shrieking flyers were unable to taken them down but were able to disorder them, so they wouldn’t be able to shoot the following turn. Khazbar then cast critters call on one of the Catapults to also prevent it firing. The remaining warriors stormed through the woods and overwhelmed the Monolith and crew with ease, their overrun putting them on top of the Soul Snare (Casket of Souls) and Arkhanten. On my right, the Beast pack moved to block the horde of Revenants. The Longhorns charged the mummies. I wasn’t expecting them to come out on top in that match up but if I could hold them up for a turn, it would allow the Stampede to swing round and assist. It was then I realised my error. I had forgotten about woods being line of sight blocking and sight on charges being measured from the leader point (centre of a unit). This meant the Stampede couldn’t charge the swarm. So instead I just moved them up into the woods and hoped that the Longhorns would be able to hold until the Stampede could come to their aid.
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Post by MarkM on Jul 19, 2019 17:27:27 GMT
The Counter
With the majority of the herd forces both in his half of the table and threatening to break through his lines, Neil knew he had to launch a counter. The remaining horde of Worm Riders had no choice but to attack the Beast Pack blocking their path. The outcome was a foregone conclusion with the dogs obliterated in short order. The Worms then turned to face the inevitable charge of the Brutox. It wasn’t ideal for the riders but at least only one of the two monsters had the angle to charge in. The Enslaved Guardians engaged the Guardian Brutes, who were able to hang on by a thread becoming wavered in the process (two pips more would have removed the unit. Thankfully because of their Fury rule, they would still get to attack next go). The Pharaoh on the Chariot repositioned in order to provide support for the Worm Riders and Enslaved Guardians. The archers, unable to fire, charged into the harpies (I think. Somehow they were taken out, though combat seems unlikely as the archers only hit on a 6+). The Revenants easily removed the other pack of dogs and swung round ready to engage the spirit warriors. The Swarm, as expected, charged into the Stampede and inflicted some damage but they were terribly outclassed and barring a miracle, wouldn’t survive the return attacks. The surprise of the turn, came from the Mummies. After most of their damage had been healed by the nearby High Priest, they then proceeded to completely whiff their attacks and failed to rout the Longhorns (Neil claimed this was fairly standard for his rolling and in fairness his rolling was ‘less than hot’ all game).
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Post by MarkM on Jul 19, 2019 17:29:23 GMT
Mid Game
As expected, the Stampede stomped the swarm into the dirt and wheeled round ready to engage the mummies after the longhorns inevitably perished in the war of attrition. That unit in turn, tried to inflict as much damage as they could onto the embalmed warriors, in order to soften them up before the stampede arrived. The Spirit Walkers continued their rampage through the centre of the Empire of Dust lines, this time easily removing the Soul Snare. I was definitely feeling a bit better about things now. On the other flank, the Longhorns charged the nearest Catapult reducing it to a pile of bones. They then set their sights on the other warmachine. This did expose their flank to the chariot mounted Pharaoh but the Brutes moved up to threaten a counter (aided by a heal thrown on by Khazbar). The Brutox hit the front of the Worm riders, causing some damage whilst the other Brutox moved to hit their flank. The Worm Riders counter charged the Brutox but were unable to cause enough damage to remove it. The Pharaoh, with very little choice, charged the Guardians but the heals they had received meant he too was unable to wound enough times to rout them. The Skeleton Archers moved to engage the Longhorns in a desperate attempt to prevent them getting to the remaining catapult*. The Revenant horde surged into the Spirit walkers and caused a decent amount of damage to their opposite number. On the far side, the mummies finally overcame the Longhorns and turned to face the charge of the Stampede. *Note, this could be entirely made up as I can’t remember how they were destroyed but something removed the skeletons and this is the only thing I can think of).
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Post by MarkM on Jul 19, 2019 17:31:29 GMT
Final Moves
The second Brutox slammed into the flank of the Worm Riders and with another in the front, the riders were quickly overwhelmed. This effectively finished off the last major threat on this side of the table. The Brutes (further healed by the shaman) laid into the Pharaoh. The damage caused was considerable but he held on. The Longhorns, easily removed the archers and now nothing remained between them and the final warmachine. The two infantry hordes continued their struggle but with the Warriors inflicting the damage this turn (whilst being healed by the shaman). The Stampede hit the damaged mummies at full force and tore straight through them. This ended the resistance on that flank and left them poised to hit the rear of the Revenant horde. The Revenant horde continued to attack the warriors. If they could remove that threat, they could reform to try and take on the Stampede the next turn. Alas the sheer volume of heals Wazzock had been able to provide prevented this outcome and it meant the final combat unit of the Empire was up the creek without a paddle. The catapult attempted to shoot at the Longhorns but the shot scattered. The Pharaoh once again engaged the Brutes but in a show of poor rolling the Minotaur’s again survived! (I love this unit). The High Priest, realising that he was on his own with a large horde of slavering, angry, murderous beasts looking his way, quickly moved out of their sight. In the final turn, we basically rolled a bunch of nerve tests as most of his forces were faced with a huge amount of attacks on hugely damaged units. One of the Brutox hit the flank of the Pharoah, to combine with the Guardian Brutes. The Pharaoh didn’t survive. The Longhorns hit the Catapult and with triple attacks, that was also swiftly removed. With 40 attacks to their front and 90(!) hitting their rear, the Revenant horde was also utterly crushed and with this, Neil called the game as he had precisely 2 characters left and no scoring units.
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