We decided to have Battleline. So no roll for scenario.
Terrain was randomized as BRB 8th page 142 say, but one of my Friends girlfriend placed terrain as she she wanted
Terrain were:
- ANvil of Vaul
- Elwen Waystone
- Mysterious forest
- Bulding
- Building (watchtower)
- Ghost Fence
- Ghost Fence
- Fence
I won the first deployment.
My hierophant got Desert Winds, Cursed sword, Protection and Smiting..
Empires level 1 choosed Wyssan's Wildform and level 4 got Miasma, Enfeeble foe, Withering and Pendelum.
My opponent got first turn.
My opponent used 3 steam points. He missfired and lost cannon this turn.
He left his mage from archer unit and joined Great Swords
On magic he used big version of pendulum and shot my Casket. He got double sixes. We got a little argument about the obstacle and bouncing cannon ball. We decided to play it out that pendulum doesn't stop there. Now after game I think it might actually still stop the pendulum. Too bad he killed Casket.
On shooting he tried to cannon Sphinx, but failed.
I did full advance in all fronts.
On magic I got cap. I tried cast big version of desert winds, but my opponent dispelled it. Then I used 5+ ward to warsphinx and multi shot for chariots.
At shooting I tried lucky shotting his BSB with skull catapult but it scattered away. Chariots managed to kill few halberds. Horse archers managed to kill few archers.
Turn analyze:
- Desert Winds dispel was a set back.
Steamtank used 3 points and missfired again, losing his engine this turn. Inner Circle Knights tried to charge on chariots. My opponent did little moving around.
During magic he tried penduluing warpshinxx on little version. I let it go since it neede something like 25 inches to reach the target. Then I tried dispelling miasma, but failed. luckily he only got 1 movement off from tomb guards
On shooting cannons managed to do single wound on Sphinx. He also killed 3 horse archers.
I double charged inner circle knighst. Then advanced on all fronts.
At magic I tried to use small desert winds, but it got disppelled. Then I bubble smited. Those carrions were just inch apart from getting boost. Horse archers resurrected to full
At shooting my catapault missfired and destroyed as result of it. My archers were just in range of his archers and almost killed them. Horse Archers finished the job. Too bad no panic.
At close combat I got 10 impact hits wounds, Most important part was that I managed to fear those knights.
Steamtank once again missfired and engine broke. He moved a bit.
During magic he shot pendelum again. I letted it go again since, it was still rather long away, but that was wrong decision. I dispelled miasma on tomb guard.
At shooting steam tank shot tomb guards (that fence was little more middle to the unit so bouncing ball didn't hit it) Steam tank used steam gun and only 1 model was left.. Great cannon missfired and destroyed.
I charged carrions to hurriculum, Tomb Guards to Great Swords and skeletons against halberdiers. (carrions would have overrunned on halberdiers if they would win the combat.
I reformed chariots, moved archers forward.
At magic I tried to cast protection to Tomb Guards, but he scrolled it. Then I casted smiting on them, he tried to dispel it but failed dispelling. Last I tried to desert winds, but failed the cast.
On close combat I didn't semi ok on Great Sword combat. Hurriculum + Altar was great boon on the unit and he managed to win combat slightly. He also killed my necrotect. Carrions got draw on the combat.
Turn analyze:
- I think I made the biggest mistake in this game during this turn. I REALLY should have moved that single horse archer to block Steam tank... I don't know what an earth I was thinking with the move I made. I realized this during magic phaase. Too bad I failed Desert Winds cast, since that would have been REALLY REALLY helpfull, since that extra 4 inch movement would have blocked halberdiers flank charge and horse archer would have been able to block steam tank. On retrospective I should have forced it with more dices to it.
He double charged my tomb guards from both flanks.
On magic he managed to got bubble 5+ ward. He also tried miasma tomb guards, but I dispelled it.
He smashes those tomb guards to hell. He killed 10 models just with Stank and eventhough his Halberdiers failed Fear test he actually hitted very nicely with them. I managed to do Heroic Killing Blow on captain of empire, but he managed to 5+ ward it. When my hierophant died I didn't receive any damage from instant crumble! Some lucky dices on ld 5 test. This picture is little off. Those skeleton Warriors were very close so that those Halberdiers just barely managed to fit on the flank of tomb guard. He reformed to that I was at his front, even though one of my model was cliping in flank side.
My horse archers died on crumble. Skeletons losed few models also. Chariots and archers managed to pass the test.
My skeleton warriors were indeed in his front arc, and I had to charge on the front... I decided to try to break the unit with chariot charge. I tried to kill his BSB with every attack I could muster, but naturally failed it. He really hurted my skeletons and killed those chariots like butter.
Turn analyze:
- On point perspective I should have charged hurriculum. There was actually really nice possibilities if that horse archer would have survived. Overrun from hurriculum would have hitted arch Lector and if horse archer would have pinned them in combat I could have even destroyed it. But horse archers died so no point there.
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