RULESETS:
- Fantasy battle 9th age 1.3.4
- Daemon Legions 1.3.4
- Empire 1.3.4
- 3000 point game
- Secondary objective: Breakthrough
- Standard rules for 9th terrain and scenarion
- Proxies allowed
ARMY DESIGN note:
- My opponent didn't realize that he was supposed to buy shields for the Knights of the Sun Griffon
DEPLOYMENT:
- My opponent generated from Path of Divination ( 2 + 6 ) and he swapped 6 to signature.
Deployment order was following:
- Both Mounted Sirens
- Sun Griffons
- Sirens and Slaughterers
- Rest of the Empire
My opponent won the starting roll
MOVEMENT:
- Order: On The Double!
MAGIC: 6+1
- Ullor's Blessing 3 PD -> 3 DD dispel
- Scrying to Heavy Infantry 3 PD
- Volunds Blessing 1 PD -> dispelled
SHOOTING:
- No effect
MOVEMENT:
- I attempted long charge with Slaughterers and Siren Chariot. Siren chariot succeed but slaughteres failed.
- Multiple Charge with sirens, Crushers and Plaguelings (had to charge them out of the way)
- I made crucial mistake here, I didn't place my furies infront of the tank because I though that there was simply no way for me to redirect that tank as it would most certainly either overrun to sirens flank or simply rotate past the furies and charge sirens regardless. I didn't realize that stank wasn't allowed to overrun... (before the combat reform sirens were almost touching the stank as I was able to reform sirens in better position when one crusher had vanished
SHOOTING:
- Nothing
CLOSE COMBAT:
- Chariot did 2 wounds on sun griffons and they did 3 and I failed deamonic unstability
- In multiple combat I won the combat by little, but my opponent was steadfast and held.
MOVEMENT:
- ORDER: Brace For Impact!
- Double charge with sun griffons and knights to Slaughterers
- Steam Tank charged the sirens flank
- Wizard moved away from the militia
MAGIC: 4+3 + 1 PD
- Voluns Blessing 2 PD -> passed
- Know your Enemy 2 PD -> ral failure
- Sunnas Blessing 3 PD -> dispelled 4 DD
- Ullor's Blessing 1 PD -> natural failure
SHOOTING:
- No effect
CLOSE COMBAT:
- Slaughteres and Harbringer did rather nicely against the opponent. I challenged his Commander with my unit champion and soaked couple casualty and by little luck I managed to win the combat and Sun Griffons broke from combat. I reformed to 6 wide formation for more attacks.
- Steam tank caused havoc in the flank and my opponent managed to do nicely, won the combat by alot and all the daemon forces broke down.
MOVEMENT:
- I charged to Sun Griffons they fled a small ammount and lost one model due dangerous terrain test. I tried to redirect the charge, but failed but still caught them.
- Furies and Mounted Sirens double charged militia, no casualty on stand and shoot
SHOOTING:
- Igniters with hellfire shots managed to do 2 wounds on the wizard (too much cover :)
CLOSE COMBAT:
- Furies and Mounted sirens destroyed Militia , furies (were actually dropped out of combat)
- Slaughters managed to win the combat by 1 but my opponent held.
--------------
AT THIS moment my oppponent got real life interruption and he had to quit the game sadly. Still it wasn't done deal, I personally think that ultimately he could have won the game by forcing his heavy infantry to my deployment zone and with steam tank clear out furies and one of the siren units. He would have easily destroyed igniters. However I had a good chance to break my opponent general unit and with flanking chargs from sirens I might have been able to break the heavy infantry unit more easily.
THUS we concluded that this game ended as draw, as it wans't complete sure how it would have ultimately pan out. It would be nice if you people could give your prediction what would have happeneded here:
- Furies and both mounted sirens were at full strength
- Harbringer of Wrath had obsidian stone and full health, there was 19 slaughterers left in the unit.
- There was 30 heavy infantry left, Marshal had 1 wound
- Wizard had 2 wounds on him
- Steam tank was at full health
- Commander was at full health.
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