Showing posts with label Bretonnia. Show all posts
Showing posts with label Bretonnia. Show all posts

Monday, March 9, 2015

750 Brettonians v DoC

Space Monkey was on vacation so we decided to sneak in a small game last Wednesday. He came over with his DoC and, having played WoC, Goblins, and Dwarfs recently, I decided to try out the Bretonnians. At 750 there is not much to do.

Men At Arms being slow, bad WS and low S are a bad choice against DoC. I would be hitting on 5, needing at least a 4 to wound...they are out. I love knights. lets mount everything.

I put in a Paladin on a Pegasus with the Ogre Blade (S6 would give me a chance if he brought the D-Prince in addition to the accursed Skillcannon of doooooom), my required BSB on regular warhorse,  pulled 6 Knigthts Errant, 9 Knights of the realm, both with full command, and 4 Grail knights. I did not have a model to use for the Skill-a-pult, which is about the only powerful thing in the Bret book but with an army of 2+ save, I should be okay,.

We seldom play scenarios, which is a mistake I think. Battle Line is okay, but it is all we do...I forgot about rolling scenario and elected to get the blessing for the ward.


I set up pretty basically. I wanted my 4 Grai Knights as far from the Skillcannon as possible so they were always going to be my last placement. Worked perfectly, with his cannon on my left, my Grail Knights on the right. My Grail Knights and Knights Errant faced his Skullcrushers, the Knights of the Realm his 'Nettes and Cannon.


DOC Turn 1
He made a limited advance witht he Nettes and Cannon, leaving the Crushers on their back line. My nnot putting in peasants or men at arms looks even better. If he was a full on aggressive player, they MIGHT make sense as a hopefully stubborn tar pit, but I know he is an extremely conservative player, so they would be wasted points for me.

I am able to stop his Miasma.

Bretonnian Turn 1
It is a long-shot, but I declare the charge with the Knights of the Realm. S5 would be nice and worst case I probably get in the way of the cannon. I put the Errants where he will need a 10 with his crushers, and the Grail Knights set up to flank him, as does the Peg Knight.

DOC Turn 2

His 'Nettes charge the Knights of the Realm. His Crushers remain immobile while his cannon moves slightly to get a line of sight on the Peg Knight. Stupid move and shoot cannons. Grr. Fortunately his cannon ball stops bouncing about an inch in front, doing no damage. He gets Miasma through this turn, reducing my weapon skill. It does cost me a couple hits, too.

Meanwhile, he has to take LD tests on 3d6 for each unengaged unit. Makes 3 of 5 saves with the crushers and 1 of 3 with the cannon. Yay, I have done 3 wounds to him! Okay, he did them, but...whatever, shortly you will see why I take credit for it.

In the challenge I kill his champion. He gets 3 knights, I get 2 of his guys. We precisely tie.

We have now concluded the successful portion of the battle....

Bretonnian Turn 2
He fell into my clever trap. My Grail Knights and Peg knight announce charges...against the flank of his 'Nettes. The Grail Knights smash into him. Here come 9 S6 attacks plus 3 attacks as my elite knights wipe his core off the table and I should be able to keep rolling and smash into his cannon, neutralizing it.

In the challenge his herald kills my Knight of the Realm champ but gets no overkill. He does, however, have his first missed attack of the game for any model in close combat. With his ASF he then kills 5 Knights errant. Not good. With his AP, I think I was saving on 4+. Or, more accurately, NOT saving.

My Grail Knight also fails his save.

No worries, watch my Grail Knights chew through him.

By which I mean fluff EVERY attack. No hits. between my elite Grail Knights and their horses, I combine to create a gentle breeze to cool him off, gently wafting air towards them with the palm fronds I packed instead of swords.

The Knights Errant did nothing but this time I remember I have the BSB Paladin in the unit, and he at least killed 2...but the game is over at this point. With my flank and charge it is close enough that I manage to stay in combat. uh..yay?

DOC Turn 3
His Crushers charge my Knights Errant. That will be no contest, he will wreck me even with poor rolls.The Cannonb charges the other flank.  The impact kills my last Knight of the Realm and gives the Cannon back a wound, I again do no damage, he kills my Paladin with his Herald, they run down the Grail Knights who did a combined zero wounds in two rounds of combat...

The Crushers handily defeat the Errants, who escape, I flank him with the Paladin forgetting they don't run...instability means that charge will NEVER work even if I do damage...next turn the errants re-engage and by bottom of 4 or perhaps top of 5 at most I am tabled. I think it was bottom of 4, but really...as soon as the Grail Knights fluffed I was done.

in a humorous moment, in the top of 4 he rolled Double 6 on the table and brought on 10 Bloodletters. Nice.




What Went Right
His cannon did zero shooting casualties. His magic only got through once and did 3 wounds to him. I made a couple ward saves.I got off the flank charge I had set him up for, luring him into thinking I was waiting on his crushers. And had the crushers been in range, I probably would have combo-charged them with the Knights Errant in the front and Grail Knights in the flank, but my preference all along was to hit his 'Nettes. It worked like a charm.. Be careful what you wish for, eh?

What went wrong
Grail Knights doing zero hits...never mind wounds, zero HITS. He missed I believe it was 3 close combat attacks the entire game. He dominated this one beginning to end. I knew the Brets were not exceptional, but I really thought it would be a close game he won in the bottom of 6, and not by much. Instead it was an 840-0 slaughter. Oh, and he finished with one fewer model on the table than he started with...


Good time, good lesson. To be competitive, do NOT play Brets until updated.

Tuesday, November 3, 2009

1500 Lizardmen Versus Bretonnians

I had long wanted to play the Lizardmen and Liam wanted another game so we agreed on 1500. I went with a Saurus Scar-Veteran as my general, planted him in a block of 25 Saurus Warriors, added a Skink Priest atop an Engine, put in 2 10 man skirmishing Skinks and a dozen Suarus Cold Ones.

My part of the battlefield had a stream crossing my left flank deployment zone, a hill on the right with a row of fence in front of the hill. He had a castle in his deployment zone on my left flank with rough ground in between the castle and stream and forest on my right flank so he would have to deploy in the middle.

I put some skinks in the stream on my left flank, the others on the hill on my right. the Engine came just inside of the hill, the Saurus with Scar-vet in the middle, and I put the Cold Ones with their flank on the river, angled to counter-charge anyone who charged the Saurus.

He put 25 or 30 bowmen in and around the castle, Knights of the Realm (KoR) facing the cold ones, a grail Reliquae opposite the Saurus, and his Grail Knights (GK) on my right, angled so anybody who charged the Reliquae would get stuck on it and therefore flank-charged by the Grail Knights.

I knew from the set-up I was in trouble. My CoK would not be able to hit his Grail Knights and I have little (read "no") faith in the talents of the Saurus. I find them over costed and under powered. With the current rules, I am always shocked when they do a casualty to any but the weakest of enemies.

Well, he prays to get the blessing, but I need him to move first since my Skinks range is...well...short. 12" and in is where I can shoot which means if I can shoot, he can charge.

Bretonnian Turn 1
He moves his Reliquae straight forward with the KoR and GK pacing it. His archers advance and unleash a mighty hail of arrows at the CoK. Of the 20 shots he takes, just 4 hit. Cool, no problem...what, 3 wounds? No problem, I need 2s to save. Too bad I rolled two "1s" in there and am already down to 10 CoK. Aaaagggghhh! For someone who regularly needs to roll just a 2 or better to save, I lose an awful lot of troops to some soft shooting.

Lizardman Turn 1
I move my Engine over behind the fence, hoping to avoid geting charged by the GK so I can use Burning Radiance or whatever that awesome ability is called. Everyone else makes a slight advance, hoping to avoid getting charged.
Magic: Forked Lightning at the Grail Knights, wound a couple, they fail the Save...justice...but then pass the Ward save. No damage. Grr. Out of range of Burning. I do manage to get Portent of Far off on my skinks so they might hurt the GK.
Shooting; Only 2 skinks have range, neither hits. Round 1 clearly advantage Brets.

Bretonnian Turn 2
The Reliquae advances another 8". The KoR lag about 2" behind so they cannot be charged. Then...Liam makes what I think is perhaps the second biggest mistake he has ever made.

After checking to see what the fence does....he then moves the GK behind the Reliquae, somehow missing that there is no way the Engine could (or perhaps more importantly, would even consider) charging his GK. If I did charge, I would not make it and even if I made it, he starts out outnumbering, with Banner, overall Banner, War Banner and some virtue so he starts out +5 at worst and is going to win the combat.

But part of it might be not knowing that the Skink atop the Engine cannot afford to die, so must be kept out of combat as much as possible. So it was a good learning experience and really would only mean one extra turn before he could flank charge me when I got in contact with the Reliquae.

This turn his Bowmen unleash at the skinks and slay 5 of them. Half my unit wiped out instantaneously...ouch.

Lizardman Turn 2
The Saurus charge the Reliquae. And here Liam makes what I believe is the biggest mistake he has made. That is actually meant as a compliment. For someone new to the game, he usually plays very well, maximizing the use of his best troops. He will start winning a lot when he figures out how to build an army that matches his style. It is unusual for him to make obvious, glaring errors.

But this was one. The whole strategy for the Reliquae is to tie up my units against a Stubborn unit. With LD8 and a BSB-granted re-roll, there is a 93% chance I have to slay every pilgrim to get past the unit and frankly, that ain't happening before he crashes into me with his hammer Knight units.

So to flee with it, as he did, was quite shocking and bizarre and game-breaking.
The CoK therefore are in range of the KoR and charge in. Let me re-phrase that; they are out of range, but based on a conversation we had held (my brothers and I) about the value of a 1-use standard, I had given him the Huanch standard, added d6 to my roll, and only needed 1" for the charge to hit home. So the standard allowed me to get the charge...uh...yeah?

Now time for the best magic phase of the game. I am able to get the Engine on the flank of the GK, safe from being charged and well within range for Burning alignment, which kills two GK. No armor saves is great when using it, and really blows chunks when facing it with guys whose main advantage is having a good armor save.

Well, Forked Lightning passes and he uses all his Dispel Dice trying to block it. It wounds 5 GK, he saves 4 outright, then Ward Saves the other. Ah, the power of a great armor Save! But then I use my one-use item which unleashes Uranons Thunderbolt which slays 3 (this time he can only save and ward save 2). I killed 5 GK in the magic phase!

Then my blowpipes open up, wounding him 4 times (poison RULES!).He promptly (and unsurprisingly) saves 3 and Ward Saves the 4th.

Close Combat; I have been hearing great things from the normal Lizardman player and from the Dark Elf player about how great the Cold One cavalry is. I am looking forward to it. I have 2 ranks, a standard bearer with Huanch, and the charge. Time to do some work!

If by work you mean of my 10 attacks, only 2 hit, one wounded, he saved it, and the Cold Ones all miss...
Coming back at me, he hits once, wounds once, I need a 2+ to save...and fail it. On the bright side, after ALL his horses hit, only 1 wounded and that I saved.

So, uh, yeah. I lost the combat. Took a key wound which meant I no longer had a rank bonus (stupid 2 wounds to his archers!). I was not impressed.

At least I passed my break test and hey...I did a number on the GK this turn.

Bretonnian Turn 3
Since my Saurus were hanging out looking for the long-gone Reliquae, his remaining GK charged them. I was not too bothered, since I had reduced them to not very scary, had 3 rank bonus, a Standard, outnumber, and my General Scar-Veteran in the group.

His cruel archers decided to shoot down the last 5 skinks. What was he thinking? I like my skinks and their poison! *sigh*

Well, his charge seemed a little superior to mine. The GK kill 7 Saurus, their horses kill another, in a challenge he killed my unit champ, and I am in trouble. My Scar Veteran did wound him 3 times, but he saved 2 of them and one more GK died. I failed the break test, he failed to catch me, and I was less than 1" from the edge of the table.

Meanwhile, his KoR hit 3 times, no wounds, his horses wound once but I save it. Ihit him 4 times, wound twice, he saves both. The cold ones then do what mounts do...outperform their riders despite having lower numbers on WS, S, and A. They kill 2...he breaks...I run him down and am ready to hit the Reliqua fleers.

Lizardman Turn 4
I charge his bowmen, too close for stand and shoot. My Saurus rally. My Engine gets right behind the GK.
This time I am ineffective with magic. And shooting.

The bowmen die in droves, flee, I pursue. For some reason, I stopped taking notes, but I more or less know it was going my way at this point.

Bretonnian Turn 5
His GK charge my Saurus again, though by this time they have but one GK, the General, and the BSB. His Reliquae fails to rally, flee the field.

He does a number on the Saurus, kills my General, I break and flee, he does not pursue.

Lizardman Turn 5
The Engine charges his GK unit from behind. The Burning Alignement kills the GK, the impact hits kill his BSB, the General breaks and runs.


Conclusion
When he first set up, I was worried. I knew his GK could do lots of damage to my Saurus. My one hope was to somehow get a flank charge on his GK, hoping magic and poison would have whittled them down enough to give me a chance in the battle.

Instead, he took himself out of a vastly superior tactical position and allowed me to bring more force to bear on each of his units than he could handle. Make a person roll enough dice and they will fail a save here and there (or, if you are me and need a 2+, you might even fail something like 3 out of 5 tries...) and thus become manageable.

I was highly impressed with the Engine. That Burning Radiance was simply awesome. It is fun because it requires some skill to play as you have to maneuver it to be close enough to the target...or preferably multiple targets...to do damage while still being safe from being charged as losing the Skink Priest is devastating.

The saurus would be much better if either A) they could be made stubborn or B) they actually ever got a chance to attack back. I absolutely think the current rules set has made a huge shift to over-valuing the charge by ruling that you cannot attack back even though you can be killed. If I have a block of 25 infantry and do not get to attack back even one time...what is the point to taking infantry at all? Why not just cheese it up with a couple units of skink skirmishers to fulfill the core requirement and go all CoK, Engines, Stegadons, Slann, and so forth? Infantry becomes French for "free points for your opponent".

I think this game would have ended in a solid victory for him had he not made the two huge maneuvering errors, first by taking his GK away from threatening to flank my entire battle line and second by fleeing with the Reliquae.

At the same time, we talked about it later, and he definitely learned from both things so that is a very good thing.

Overall, it was a fun game and I liked playing the Lizardmen. Definitely a change in thinking from either the Warriors of Chaos or the Wood Elf army and I would not be averse to rolling them out a few more times when Fullur isn't looking.

Tuesday, August 18, 2009

Lessons from a Massacre

This is really more of what I learned from my game fighting the Dark Elves rather than an actual battle report. Me, still being a newbie to Warhammer, haven't gotten all the kinks out in my strategy.

1. The most important thing I learned is never, ever, ever send your most powerful unit along with general and army standard bearer chasing after a flying unit. They should be facing your opponents main hammer unit. I wasted 4 turns manuevering them after the Crone on a manticore while the rest of my army was getting whalloped by the Cold One knights.

2. Bowmen in skrimish formation can do alot of damage in large numbers. For 150 points, the twenty-five peasants I had did more damage and got me more points than all of the Dark Elven side's shooting. This leads me to my next point.

3. The board is smaller than you think. Longb0ws with a range of 30" can cover atleast half the board if not more.

4. Probability is a fickle thing. Don't expect the numbers to always go your way because thats what probability says. And if they even go your way, don't get used to it.

5. Have fun. Even though I got completely massacred and was loosing pretty badly from turn 3, I still had alot of fun.

Saturday, June 13, 2009

Chaos Versus Brettonia, 2000 points


I knew going in that Liam is pretty new to the game but, from what I have seen, a fast learner. So I tried to build an army that would be fun for me to play, have a chance to win, but hopefully draw or lose by Marginal Victory.

I set my goals early; 
1) Win a Challenge to roll on the Eye table
2) Get a charge with my Chaos Knights
3) Get some magic off
4) lose by Marginal Victory or achieve a draw.

I went with another unusual army for me. My well-known despising of Marauders is particularly hilarious in light of my taking a unit of 20 of them, all that I have...and in an even bigger departure from my typical army building, I used some left-over points to give them a standard bearer and musician. No champion, 2 points short of having enough.

The idea was for them to join Wulfric and go after the field Trebuchet I expected to see. Their entire purpose was to provide a +4 static combat resolution. Knowing I will pretty much always hit on a 4 and wound on at best a 4, I know the odds of me doing more than 1 wound per turn (assuming I go 5 wide to get the 3 rank bonus and include Wulfrik in the front rank, displacing a peon:I will thus have 4 attacks if I charge, I have WS4 which the only unit I have ever seen them have a better WS than is the Skinks...so as a general rule, they hit on 4s. With S3, facing T3 again, I need 4s. So if the opponent has no save, my 4 attacks figure to average one wound per turn in the long run. I am not going to count on them doing any damage since I have yet to run into a unit that has no save.

I also took an Exalted Hero with the Battle Standard and Banner of the gods. It makes him cause Terror and, more importantly, allows units within 6" of him to test as if Stubborn. Intending to more or less Castle and let my Chaos Warriors absorb the charge, figuring to have two shots to not break at 8-, I should break just about 11% of the time. That should handle anything but complete obliteration of my "anvil" units...2 12 man Chaos Warrior blocks with full commands. One I gave the Banner of Wrath, a Magic Missile I forgot all 6 turns, and the other the War Banner  to give them +1 combat resolution which I promptly forgot in the one combat they were involved in. Well-spent points, those banners....

I took one unit of Chaos Knights with full command and Banner of Rage to give them Frenzy.

That left me about 550 points and no way to deal with flying death machines. I wanted to put in a Dragon Ogre Shaggoth, a couple of Chaos Spawn and my Chaos Prince. The Prince was vital. I had the model, it looks awesome, he flies, and, being stubborn, should be able to handle any monster for at least a turn or two. 

Then I randomly decided to make him a Sorcerer of Tzeentch. I ramped him up to Level 4, gave him the mark, and there was 535 points. No room for the Shaggoth or Spawn. Since I was only putting the spawn in since I think they are sub-par, going with Magic which, as we all know, has hurt me far more than helped me, meant I would still be going sub-par and by not taking the Shaggoth, which I still believe will be an excellent troop choice, it gave me a small, compact, fragile army that could do some real damage. 

Having the Chaos Warriors and just 5 Knights meant I would have a slow-moving army. How the field looked would make a huge difference.

We ended up with a tower and  river blocking one edge, a village on the other, and another tower close to the village. The center of the field would be wide open. He won the roll for choosing side and took the more open side which meant I would have a very crowded deployment zone. He then won the roll to see who would set up first. 

I put my first unit of Chaos Warriors, the ones with the Banner of Wrath, on my left flank well forward in my deployment zone. I anchored their left flank against the village. He placed his Men at Arms (Fast Cavalry) in a screening formation at the front of his zone. I placed my other unit of Warriors with their right flank anchored on the tower on my right flank. He dropped Knights of the Realm on what would be my left flank behind the screen. I put my Knights slightly behind the rows of Warriors and in the center. I should be able to lure him in, use by BSB (Battle Standard Bearer) to make my anvils stubborn and use my Knights to flank him once he was engaged. He then placed his Grail Knights (GK) in the center of his army. I put my BSB in the Knights and the Prince behind my left-flank warriors. He placed another Knights of the Realm (KOR) on in the formation behind the screen and then his Pegasus knights and his general on Griffin on my extreme left flank.

Rules Error
We rolled for going first but still gave him the Blessing. Oops. Should have been auto-my turn. Oh well, no harm done.

I actually won the roll and debated for a few moments. I could already see from his army composition and  deployment that he has improved by leaps and bounds. That means if I let him get the charge with his GK on my Chaos Knights, I would never get to attack back and would lose by massacre. So I wanted him to advance. I gave him first turn.

Brettonian Turn 1
He flew his Pegasus Knights and Griffin-riding general up my left flank. Nothing else moved. No shooting, no magic.

Chaos Turn 1
Uh-oh. That means I will have him flying up my backside or flank if I advance. On the bright side, I rolled a "6" and Wulfrik arrived with his Marauders. I brought him in behind the General (who was his "victim" per Hunter of Men), turned my Warriors and Knights and moved them back to prevent the rear or flank charge. Then I flew my Prince on top of my left-flank tower. Time to open up a can of Magic. Cast Infernal Gateway, arguably the  most powerful spell in the game (though seeing what Fullur did next to me with whatever he was using...Ruination of Cities maybe? I might argue that one is far and away THE MOST POWERFUL SPELL IN THE GAME HANDS DOWN, its saving grace being two-fold:ridiculous casting cost and belonging only to one special character).

I cast it at his General. Really did not want that monster flying into my units. Did 5 hits at S9. Bwooohahaha, some good stuff happening here! 2 hits were assigned to the griffin and 3 to the General. General then used his 2+ Ward Save and re-roll failed Armor Saves combo to save all 3 of them. Rules Error. We later discovered that Ward Save was a 1-use only so it is possible had he used the 5+ Ward from the Blessing I might have done a wound or two. As it was, knowing his General had a 2+ Ward save, it really removed any interest I had in attacking his General since he was the definition of effectively unkillable. Why waste resources on something you cannot hurt?

On the bright side, the two assigned to the Griffin needed just 2s to wound...and I promptly rolled a 1. On the brighter side, he failed his 5+ Ward save so I did a wound to the Griffin. I was actually happy with that.  He then dispelled my Flickering Fire.

Brettonian Turn 2
He now flew his Flying Circus of 5 Pegasus Knights and (separate) his General to the back center of my deployment zone. Here is where he made his biggest mistake of the game. He again did not move his other units. Even if he gave me the charge, the best I could do would be hit his Men at Arms which would, even if they broke, mean I then charged his GK and KOR units. Since I could not start fighting them until the following turn, that would mean he could rear-charge me with his Terror causing Griffon. Not a place I want my Knights to be: outnumbered by units with a ++8 combat resolution with his un-touchable General and Griffin attacking before I could attack his GK.  Fortunately, he did not move them forward.

Chaos Turn 2
I turned my C-Warriors and Knights and moved them towards his Flying Circus, started rolling my Marauders around the tower to prepare to flank charge his castle whenever they started to move. 

I then Mis-Cast with Infernal Gateway. Playing error:I took the rather expensive but Powerful Chaos Gift Tendrils of Tzeentch which allows me to re-roll any one die which, per the description, can prevent a mis-cast. I should have picked up one of the 2 "1s" I rolled and had a 5 in 6 chance of casting the spell successfully. Fortunately, I rolled a 5 and the only harm was he could instantly cast a spell automatically. He had no spell casters. No real damage done.

Brettonian Turn 3
One turn too late, he began slowly advancing. He moved his flying circus to my far left flank, out of my charge arc.

Chaos Turn 3
This was becoming a battle of maneuver rather than combat. First huge mistake would probably win or lose it. I flew my Prince to the top of the left tower so I could charge his Flying Circus, moved my Warriors and Knights to support each other and protect their flanks. 
Infernal Gateway on the Grail Knights. Something like 7 hits with S 5 or 6. Hey, magic might be pretty good! He needed to save 5. 2 he saved with Armor save. No problem, 3 shots only needing to get past his 5+ Ward Save and I would remove his Rank Bonus if even one fell. Problem is...he rolled 2 5s and a 6. No damage. Grr. Stupid magic. 

Brettonian Turn 4
His General flew to the left flank behind the tower which would provide me an interesting choice. His castle formation did not move but for the first time in the game had range. He fired with his Men at Arms and shot down a Chaos Warrior. Stupid rolling 1s to save. Agh. By the way...this was the first casualty of the game. Yeah, I did one wound to the Griffin, but this was the first death. In turn 4. Hmm.

Chaos Turn 4
If his General did not have that stupid 2+ Ward Save, I would charge him with my Prince and Wulfrik would be on him next turn (assuming I could survive a round and pass my LD test). But knowing I had no chance to wound him, that seemed pointless. 

So I moved my Marauders forward thinking I would be out of L.O.S. of his General and other units.

Also, I wanted to play well but not great. So I announced, "I am going to deliberately make a mistake here." I then announced a charge on his Men at Arms with my Prince. That would give him the flank charge if his troops miraculously held or if I rolled poorly to pursue or if he fled.  I debated charging the KOR since I would only start at a -2 or -3, but I did not think I could kill 3+ KOR. 

Being Fast Cavalry he elected to flee but rolled poorly and I caught him and destroyed him. Since they are peasants, they caused none of the tests I thought they would force his KOR to take. Oops. 

Well, I had a choice; keep targeting the Grail Knights or try to reduce the force I was about to get hit with since two units of KOR had line of sight and probably charge arcs. So I cast Infernal Gateway at the closest KOR. Got a whopping 9 hits at S6. And I had one of those rolls you dream about...no 1s! Yes! Well, 2 of his 9 saved, then the Ward Save let 4 more save (yep, 50% saved needing 5s. Good times.) Still, I killed 3! The most damage I have accomplished with Magic. I was pretty happy with that, though not as happy as I would have been had he failed hi break test. As usual, he dispelled my Flickering Fire.

Brettonian Turn 5
Time to do what they do best. Charge! General charges the Marauders..being a Large Target he probably had L.O.S. I also let him use the Pegasus Knights (which were on the far side of the tower) to charge. I did not think they had LOS but I think it made the game more fun for him. Also, I pretty much figured my Marauders would be exiting soon anyway, why not make it spectacular?
His General accepted Wulfrik's Challenge. Uh...yay? I would be facing a guy re-rolling 2+ Ward Saves. 
Rules Error: Wulfrik was not legal to offer or accept a challenge. He was not in base to base contact with any enemy. *sigh* And it would matter. 
He also used the 2 KOR to charge my Prince. 

Wulfrik took one wound and in return did 3 wounds to the Griffin, killing it. (oops, he should not have been FIGHTING the Griffin....). 5 Marauders also died. Somehow, some way, I passed my break test.

Meanwhile, the Prince declared a challenge and the KOR champ accepted it. He was unable to hit the Prince who killed him in return. Yes, a kill in a challenge! Oh, wait...unit champ, no roll on the worthless Eye table. Being stubborn, I passed my test.

Chaos Turn 5
I moved into position to charge his Pegasus Knights with my Warriors and Knights on the left flank and my Warriors up to support the Prince on the right flank.
Infernal Gateway to the Grail Knights. Another mis-cast. This time I remembered the Tendrils and changed it to a pass. Actually killed 3 and another when Flickering Fire passed! Awesome. Far and away my best magic game. And it was doing some damage, but nothing game-breaking. Sweet. 

Prince struck another champion in a challenge, wounded 4 times and, needing 5+ to save...he saved all 4. Whatever. In return he wounded me once. Needing a 4+ to save...I took a wound. Time to add injury to insult...my Prince rolled a 10. He broke. He would be pursued by 2 units rolling 3d6. I rolled a rather pedestrian 8. His unit on my left rolled...a 6. Safe. His unit on my right rolled...an 11. Oh, smurf. Wait! He runs into my Chaos Warriors! My Prince lives!

On the other flank, Wulfrik can't get through the Ward Save (and can barely even get TO the Ward Save, wounding just once), Marauders die in droves, flee, chased down, wiped out. I said it after the first game; despite his great stat line, Wulfrik is not all that good. I stand by it. Then again...had we not been facing a stronger-than-reality Ward Save, he might have done better. Or had help in the form of the Prince. So maybe he is just having a rough patch, kind of like Dragon Ogre Shaggoths, Wardancers, and magic up until this game.

Brettonian Turn 6
Charge! His Grail Knights charge my Chaos Warriors. His General and Pegasus Knights had no LOS so pretty much did nothing except seize a table quarter. His KOR had to choose between charging my fleeing Prince, my Chaos Knights, or flank charging the Chaos Warriors. If they were not stubborn due to my BSB the Warriors might have been the right choice...but I suspect he should have charged my Prince. I only had a 2 or 3" lead on him, about 10-14" from the table edge...he was worth more than the Chaos Warriors. But that is from my standpoint so who knows what he should have done. I know I would have charged the Prince....but that is just me.

He did real well in the combat, killing 6 Warriors leaving me just 5. Being Stubborn did not help as much as the BSB being there close by to let them re-roll the failed Break test. They stood firm. 

On the other flank, my Warriors did much better; they did a casualty in the challenge without taking one in return. He had a rank bonus of 2, I. had rank bonus of 1. He had a standard as did I. I outnumbered him and had +1  from the War Banner. I broke his KOR. 

What? Finally, Warriors who performed as expected! They usually just die. I seldom do wounds with "the best infantry in the game". In fact, this game was the first one in quite some time  where they did a casualty and the first one in even longer since they did not break. Against the Dark Elf army they ran in one turn, against the Brets last game they ran in one turn...and both times I started with Rank Bonus of 3, a Battle Standard and musician. This time I started with a rank bonus of just 1. How ironic.

The only other close combat I have ever won in a real game (I don't count Warbands) with Chaos Warriors was one I should have auto-lost but my opponent made a mistake. He had the combat won automatically with a flank charge but accidentally front charged me with casualties...err, Skinks and I did so many casualties to them that I won a combat he would have won had he simply not entered the skinks. 

But this was a legitimate combat win against charging Knights of the Realm. I am extremely happy about that. I have been quite unimpressed with them up to this point. But that was impressive.

Chaos Turn 6
The Knights announced a flank charge on his KOR that were flank-charging my Chaos Warriors. My Prince....passed his test! He would live!

His KOR failed their Terror test. Sadly, that was about the worst outcome for me. I needed them there for my charge. I would more than likely kill several of them with my charge and Frenzied bundle of attacks. That would give me a long-shot chance to win the combat and break his Grail Knights. Obviously no guarantee, but that was my best chance. 

I cast Infernal Gateway at his Pegasus Knights but could do no damage. His Grail Knights and Battle Standard bearer, bereft of their S6 charge, hampered by the Mark of Nurgle, struggled to hit my Warriors and those they hit saved. I could not wound him back except for one Knight Errant. He won the combat, I passed my Break test, game over. Time to total the points.

Win or Lose?
Wulfrik is worth 185 points. The Marauders were worth 92 points. He did over half damage to my Stubborn Warrior unit for another 149. He had no table Quarters. 

He scored just 426 points, though actually, in a game of Maneuver, that is not bad. The game really only lasted 2 turns as the first 4 turns were spent battling for position.

Meanwhile, I killed his Griffon for 200 points. I killed his Men at Arms for 135 points. I killed a unit of Knights of the Realm for 193 points. I also owned 2 table quarters. I did not even do half damage to any other unit.

728 points. I won by 302 points, in a 2000 point game a Marginal Victory. Take away the table quarters and it would have been a draw.

Recap
So what happened? Several key moments decided this game. The first one was his not moving his formation forward in turn 2 to put me in a ticklish predicament where no matter what I would be facing a charge from the rear by Pegasus Knights and a Griffon-riding General or by 2 or 3 units of Knights of the Realm and Grail Knights. 

Second, not knowing the Ward Save only worked once seriously altered the game. I would have scored a couple wounds with the Infernal Gateway, known I could actually hurt him, attacked his General with my Prince which most likely would have allowed me to charge his General with my Marauders and Wulfrik.

With a Static Combat Resolution of +3 for rank, 1 for outnumbering, 1 for standard, I am starting ahead by 5. If Griffons have flanks and rear, add +1 or 2 to that. I might have broken his General and killed him, freeing up Wulfric and my own Prince to go after some of his fringe KOR units and frankly I am not worried about the skirmishing Pegasus Knights. I would let them alone get the charge on me so it would have been a much more combat-oriented game.

At the same time, illegally allowing Wulfric to fight his Griffin also had a serious impact. If he is still mobile thanks to his Griffin then his General could cause me a lot of issues. Not to mention saving him 200 points...which again puts us right back to a draw. 

Third, had he charged my Prince instead of charging the Warriors, I think he would have won a marginal victory. He would have scored another 535 points as there is probably about a 95% chance my Prince would have been caught or fled the table barring a roll like the one Fullur and Fixed Dice had...Fullur rolled 3 1s on 3d6 to pursue a Hydra...who promptly rolled a 2 and 1 to get caught. Epic fail, epicly hilarious. 

Anyway, he kills the Prince and most likely won't be in line of sight of my Knights, leaving only one charge possible; my BSB against the Pegasus Knights. This will also cost me a table quarter because my Knights then are in a contested quarter leaving only the quarter for my Warriors to take. Furthermore, that means I do NOT get the 193 for killing his KOR. 

Lets do a hypothetical figure there:
185 for Wulfrik
92 for Marauders
149 for Warriors
535 for Prince: 961 points

I score:
200 for Griffin
135 for the Men at Arms
100 for table quarter
535 points.
He wins by 426, a Marginal Victory...exactly what I was sort of hoping for. 

As we can see, seemingly minor decisions make huge impacts. Any number of things could have seriously altered the outcome of this battle. A roll here or there (like when he made me re-roll all my successful armor saves and instead of saving 4 of 5 needing 2s, I saved none of 5) could have made a huge difference as combats had the outcome reversed. His General might have died early. My Prince could have been (and would have been) over run had I not moved my Warriors forward the full 4".

I loved this battle. For most of it, it looked like he might be able to maneuver me into a corner and get charges on the units he wanted to hit, but I was able to work out of it and force him to hit the unit I wanted him to charge. 

And my intentional bad play of charging the Prince in front of his castle had as good an outcome as it possibly could. If I broke a turn earlier or he ran me down, the game is very, very different.

I said after our first game I expect some epic Bret-Chaos clashes. This game just accentuates that.

I also learned conclusively a couple things.


Seeing all his flying units, I probably should have done something different with my set-up. On the one hand, I like my use of the village and tower to anchor my flanks. On the dark side, I probably should have been more aggressive at inducing the charge from his Knights earlier. My Knights never did get an opportunity to get into combat in anything resembling a favorable position. 
Flying is so lethal to my armies that I essentially have no way to deal with it if it can get behind me. That will seriously affect my deployment and army composition in the future. Maybe I was spoiled by the maneuverability of the Wood Elf army but the Chaos army is just too slow. 

I would say the Spawn, being Unbreakable, would be one powerful answer. Except they are so fragile. The only possible save is Mark of Tzeentch, giving me a 16% chance to save. Not very good. Plus they have to move every turn, so they won't be where I want them to be. A Shaggoth could probably do a reasonable job of anchoring one flank, but the one time I have used one so far, he was pretty fragile as well. So flying units, shooting armies, magic, and monster-based armies are 4 armies that will start every battle with a better-than-average chance of defeating me quite handily. 

So lets see how I did on my goals.
1) Nope. Never won a challenge with anyone who could roll. In fact, the only challenge where I COULD roll saw Wulfrik summarily dismissed.
2) Well...sort of. They fled, so I never got into close combat which is what I actually meant so I will call this a fail, though not the Epic Fail that goal 1 was.
3) This was a massive success. Nothing game-changing..in fact, I did not score any points but I did actually get some spells cast successfully and did a few random casualties. Even though I did nowhere near the points value of the 175ish points I spent to give him Level 4 and the Mark of Tzeentch, it was fun actually getting spells cast and doing damage. The fact it had no real impact on the game is an added bonus. Call this one an epic success.
4) I am okay with a Marginal Victory, especially since if you remove the table quarters I seized on the last turn it was a draw. I could not help the one table quarter since my Warriors were so far from his Knights, but I could have avoided the other and wish I had. So call this a qualified success.



A very nice day.

Monday, June 8, 2009

Warhammer Wars for Saturday, June 13, 2009

Fellow Warmongers,
We shall once again engage in battle upon a field of battle, a "battle-field", if you will; on Saturday, June 13, 2009, at say.... 10 A.M. (so probably actually begin at 11, with the intent to finish before Tim's graduation party). It shall be at the Kennithian fields in Saint Helens, Oregon. Because it seems likely that the grudge-writing ownership-recording goodish people of Campaignsville will be absent, it will not likely be written in the campaign books. If that is the case, it shall be Fuller's Lizardmen of Green Pouponsville vs. the Proud and Wonderful, Honorable Dark Elves of Kennithia in a 2500 point battle to the pain. As should be the case, the taint of Chaos will be evident in a 2500 point battle ready army, as well as a possible smaller detachment if the case calls for it (perhaps a 1-1.5k battle if preferred by his opponent?). As for the Ogres of Snotsville, the Cristened Vampires of Crisonia, the non-hetero elves of Hookahsville, near Rick City, the Orcs and Gobbos of Whoeverwantstousethemismasichisticallyinsane, the Dwarves of Stumpy's Guns and Ammo at the Y, the Brettonians of Liam the Young, and whoever else I've forgotten, as for you all, please RSVP so we can accomodate your spot in concrete.
Signed,
his everlasting wonderfulness most powerful and benevolent kingship.....me.

Sunday, May 17, 2009

Chaos Versus the Brets, 2500 points.


(If you click on this picture, it will enlarge and you will see side by side my chaotic paint job on Galrauch next to the stellar, easy on they eyes paint job my brother Fixed Dice did on his Dark Elf dragon. In both games the Dragons would lend themselves to an argument the era of "Herohammer" is still upon us.)

Note: I neglected to take notes on this game, so it is almost entirely from memory. Skip down to the BOLD section if you just want to read about the game. Everything before that is fluff. 

Going in, I was not sure who I would be facing. I had finally finished gluing my dragon...sort of...and really, really, really wanted to play one. So despite my miserable, pathetic, humiliating, pointless, horrific history with magic, I put Galrauch in. (One wing would fall off during turn 5, which the observant will note in the pictures.)

Part of my Army Building philosophy is to generally not take units whose primary benefit is essentially self-counter-acting. Since a basic dragon with nearly identical stats is costing me 320 I decided to go a heavy magic army. So I put in 3 Level 2 Sorcerers. 2 I gave the Mark of Tzeentch and one I game the Mark of Nurgle. 

By the way, in the entire game, not once did I remember to use the +1 to cast that Tzeentch gives. That is despite highlighting that little factoid on my index unit cards. 

One of them got a Power Familiar so I would have 13 power dice and 7 Dispel dice. In addition, I gave one unit a Magic Standard, adding a Bound Spell. I SHOULD get some good magic off. 

Next, core units. Since I only have 20 Maurauders and 24 Chaos Warriors, my choices at this point were limited. I elected to go simple:

2 each 10 man units of Marauders with no upgrades, 40 points each. That is basically giving away 40 - 80 points since I have no intent of charging anybody with them. If I get matched up with a heavy shooting army, I will use them as a screen, just march them straight into the shooters and let them absorb the damage instead of someone I care about getting shot up. Cheap, expendable. Fair enough.

Then, to fill out my core units I put in 24 Chaos Warriors with Shield and Full Command. This would be my most expensive unit. However, with the Blasted Standard giving them a 5+ Ward verse shooting, a T of 4 and a save of 3+/2+, they SHOULD be pretty rugged. Ironically, I forgot to give them the Mark of Nurgle which I paid the points for. Sigh. Anyhow, 364 point unit. I planned to use them in the center of the field and flank with my favorite units...the Knights.

I took 2 units of Chaos Knights, each with Shields and Mark of Nurgle. One unit got the Banner of Wrath (the Bound Magic Missile) and the other with the Banner of Rage giving them Frenzy. 

Since I had  points left over, I used a unit I intended to never include, 10 Chaos Warhounds. I know their uses, but much like the Maurauders, they do not fit my play style. Also, by not taking them I would leave a nice hole in my army for talented opponents to exploit. 

Then I went and used the last points to give the Mark of Nurgle to each Marauder regminent and was done.

Well, normally we have 8 or 10 people with a nice mix of armies. This week, though, Fullur was out of town, Chad was injured, Pete had prior commitments, Space Monkey was motorcycle riding, Josh was "otherwise occupied", Cris was helping paint the church, and so forth. So we only had three of us; Kev, Fixed Dice, and myself. So we were going to play split armies; Kev's Ogres versus Fixed Dice's Dark Elves with me taking a couple of his units, then Kev's Ogres versus my Chaos. 

Fortunately, at the last minute, Liam showed up. We helped him upgrade (via proxies) to 2500 points.

None of us have played Bretonnians for almost 15 years so I was not real sure what to expect. But here is a shock:With classic "small number of model" armies Chaos, Bretonnia, and the Ogres on the field, the smallest number of models put in play? The Dark Elves. Ha! And the Brets had the most...by over 40 models. As yuo can see, lots of proxies...but that is good because it means we got in a great game.

Setup
We had a very hilly field. There was a steep field in Liam's right flank, another hill in front of him, 2 hills in the center/right part of the field, a small village in my right flank, and a small forest between the steep hill and yet another steep hill in MY deployment zone. Pretty crowded field. 

I won the roll to see who would set up first. I wanted to see where he put his 30 bowmen so I had him put one on first. Hmm. Poor choice. He had like 17 units. I had I think 5 plus my Heroes.  So he could out wait me. 

Fortunately for me, this was his first game. We helped him with minor tweaks to his setup but in truth it was badly flawed. I am not really familiar with the Brets so only once the game started did I realize how badly. Then again, my setup was very, very weak in this game. 

He put Knight Errants in the gap in his left-center. I planted my Warhounds opposite them. He placed another Errant unit a few inches to the left (from his viewpoint) of it. I put a Chaos Marauder unit on my left flank behind the steep hill. My plan was to wait for my deployment zone to clear out, hide one Marauder unit behind the hill to control that table quarter, then move the other Marauder unit over to control the right table quarter while my Knights and Warriors advanced into his zone and ran rampage. 

Rules Error
He then placed a trebuchet on the hill in his right flank. As a War Machine, it should have been placed after all his regular units. I forgot about that until I was typing this up. And it had a huge effect. I did not know how big the template would be so I did not want some lucky Trebuchet shot taking out mass amounts of my troops. On the fly I changed my plan. I placed my Warriors out alone on my right flank. 

As a general rule I do not put ANY unit, no matter how strong it is, out on its own. We will see why in a while. 

One unit of Knights went behind the Warhounds, the other slightly off to their right.

Meanwhile, Liam had troops EVERYWHERE. Three units of Knights opposite my Warhounds (0ne with his General in it), 2 more Knight units on his left flank opposite my Chaos Warriors, one of them being Grail Knights with the Army Battle Standard, and somewhere in the neighborhood of 10,000 peasants/men at arms/peons EVERYWHERE as well as a Grail Reliquae on the hill next to his trebuchet.

He prayed for the Blessing of the Lady (Wise move) giving me the first turn.

Chaos Turn One
I marched the Warhounds straight forward 14 inches, advanced the Knights behind them 7" and the other Knights up on the hill. I walked the Warriors forward 4".

Why the Knights 7"? Because I am an idiot. I knew the Warhounds would get beat by his Knights  and overrun. I wanted the charge. But after I moved, I remembered he would follow 3d6 inches...meaning he would probably get the charge. In the old edition, I played the Brets and know the power of a Lance Formation charge with Lances. I did NOT want that to happen.

I flew Galrauch forward to get a look at his Trebuchet. It would be protected for a turn by the Reliquae, but no problem.

Rules Error:I forgot to take his Leadership test to see if he attacked himself. I would remember every other turn.

And now, time to unleash the fury of my magic. First I cast the bound spell. He let it go. D6 S4 hits. If you read the links up above, you probably already know what happened. I rolled a 1 for how many hits and a 2 to wound...so no damage. I then cast Pandemonium. He used some Mirror magic item that dispelled it and hit me at S6. I took a wound. Magic not too good so far. But then something strange, something unforeseen, something nigh on unbelievable happened. 

I cast Cloying Quagmire. Successfully. With irresistible force. On the unit with his General. He lost 2 or 3 guys. The most success I have ever had with magic. In fact, more success than I have had in all my other games combined. 

Fortunately, I then made up for it by Miscasting with Galrauch. On 3 dice. It was the one that let him cast a spell automatically. It was some Crow attack that would have hit my 24 Warriors and 2 Sorcerers so I took no chances, just used a Dispel Scroll.

I then thought I had missed the shooting phase so did not use Galrauch's breath attack. Ironically, this would be my only opportunity in the entire game to use it so I never once used any of his three breath attack options. Idiot.

Bretonnian Turn One
He declared charges on the warhounds with 3 units of Knights. I suddenly realized he would be almost certain to annihilate the Warhounds and with the overrun be getting multiple charges into my Knights. This would be very, very bad for me. So I chose flee as my reaction knowing they could use Galrauch's leadership of 9 to recover and even if not...they were 100 points. Who cares. 

This resulted in him failing the charges and being left within Charge range of my Knights. I wish you could hear how this sounds. "He he he". That is at least an evil chortle. Perhaps even an evil guffaw.

Everyone else shuffled around and moved forward except his War Machines on the hill. He was going to pass the Magic phase but we convinced him to use it. He had no line of sight so passed it the first time. Shooting.

His trebuchet looked at my mass of warriors. He initially said 48", then reconsidered. "34" he said. Measured. The template was about 1-1/2" short of my unit. A scatter roll could be devastating to me. A bunch of S5 and S10 hits could certainly due some damage. But...he rolled "Hit" on the scatter die. Whew! Disaster (temporarily) averted.

By the way, please note: there was no shooting from his 30 peasants. That indicates a set-up problem. When you have LARGE shooting units...get them in position to shoot. Especially low strength shooters. It takes them a lot of shots to be effective. 

Chaos Turn 2
First, Galrauch's test. Failed. Yep, the first one I remembered to do, he failed. Hit himself twice. Wounded himself once. Failed his Ward save. I already wounded myself.

Even worse, remember my awesome plan to use Galrauch's leadership to let the Warhounds recover? Well...I had flown him forward 20". He was about 30" from the Warhounds at this point. They now would rely on their own Leadership of 5. They rolled an 8. To run, they rolled a 17. Buh-bye now. 

For those keeping track, in this turn alone I did 100 points and a wound to myself. So far. Magic phase still ahead...

Time to do what Chaos does best. My Knights announce a charge against what turns out to be the Mounted Yeoman. My other Knights announce a charge on  his other Mounted Yeoman, leaving his General-led unit between them alone. 

Why?

Well, first off, I was unsure of the hitting power of my Knights against a unit I was unfamiliar with. Second, I wanted to make him take break tests. Third, I planned to flank charge with Galrauch and, when I broke the left wing of his army, Galrauch would get a flank charge on the General's unit.

Fortunately, Fixed Dice pointed out, "Isn't there a forest there? He has no line of sight." SO we avoided another rules error.

D'oh. True. I forgot about that. So I had no charge on them. SO I charged the Grail Reliquae on the hill.

First, break tests. His unit on my right flank held. His unit on the left flank...failed. Double 6s. I had enough movement to charge into the Men at Arms behind them. 

On the hill, his Grail Reliquae crew...failed. I had enough movement to charge into his Trebuchet.

Meanwhile, I knew I had erred in the first turn with my Warriors. Now they were too far to get the charge on his Grail Knights and not far enough to avoid being charged. I considered breaking my sorcerers off from the unit but then thought having them in to offer Challenges might turn the combat in my favor. Between them, mu unit champion, my rank bonus of 3, and outnumbering, I might win the combat.

On to the most effective phase ever, magic. Let's save time. Every. Single. Thing. Failed or Dispelled. Except, of course, for the requisite Miscast, this time on 2 dice. Think about that for a second...

Shooting: My Dragon was in Hand to Hand, no Breath.

Combat. 

Bwoohahaha. (Pure evil, that laugh.)
Rules Error:With Galrauch and two units of Knights in combat, I declared zero challenges. Oops.
Dragon wipes out Trebuchet crew. Well, not really, he just does 2, but the crew breaks and runs.Pursue down the hill. Don't catch them. Yeah, whatever. 

The first unit of Knights does about 5 casualties. He breaks, I pursue into the unit behind. The Men at Arms take I think 6 casualties. He started with a rank bonus of 3 and outnumbering and lost the combat. Badly. I pursue into another unit behind. Things look good. 

In one turn I have his Grail Reliquae, Trebuchet, and two units of mounted guys on the run. I get out of line of sight of his General-led unit.

Bretonnian Turn 2
Time to do what Grail Knights do best. Charge. Along with another unit. Into my Warriors. No problem.

Time to rally. Well, now he was out of range of Knights with all his peasants so they were testing on 6s and 8s. Every fleeing unit left the table. 

He also flank charged my Knights that were engaged with his Peasants with some more Yeoman or something after passing a fear test. He started moving his General-led unit towards the Chaos Warrior combat. He flew his Pegasus Knight behind the Knights he flank charged to get a rear charge next turn if necessary.

We started with that combat. He accepted both challenges. He then killed one Warrior with one unit of Knights and 3 more with the Grail Knights. 

I did not one wound back. Not in a challenge. Not with my Champion. None. Uh-oh.

Well, he had a rank bonus of 2, did 4 casualties to me, had not just a Standard but also the Army Standard Bearer with a Banner giving him plus one combat resolution. The math says I ran like a bunch of little girls and he overran me. Uh...remember how it seemed I was doing good? 

Trebuchets and Battle Reliquaes are cheap. So are Yeomen and peasants.

Chaos Warriors and Sorcerers are not. He just did almost 800 points to me. Plus the Warhounds were gone. At this point he was winning big, about 900-500 or so.

But wait, it was worse: apparently his Standard Bearer had an ability or something that meant my captured standard was worth not 100 but 200 points. I was doubled up.

The other combats went better for me. I did I think 8 more casualties in the combat where he had the flank charge to none for him. He had a rank bonus of 3, a flank charge which also gave him the banner plus since mine was invalidated, and outnumbering. I did 8 casualties. His flanking unit ran...and the peasants stood firm. What?

On the other side, I crushed his peasants and pursued them because I had Frenzy. He ran into Galrauch and died.

Chaos Turn 3
Galrauch passed his Leadership test. (He would pass for the rest of the game so I won't mention it again). 
Galrauch charged the back of that stubborn peasant unit. My Knights charged his peasant bowmen. (Did you notice they had yet to fire in the entire game?) They failed their Fear test and fled.

By now my Marauders were almost over to the right table quarter. However, I could see where his Grail Knights would kill them so I switched directions and started heading for the village. My other Marauders climbed the steep hill with my Nurgle Sorcerer climbing higher.

Magic was uneventful except yet another Mis-cast which let him cast some spell that meant I would not be able to move one unit of Knights the next turn. 

Close Combat was SWEET and stupid. My Knights, Galrauch, and the horses did 13 casualties to his peasants. The last 2 fled. 

Here is where it gets stupid. If Galrauch was an inch behind them, they would be destroyed when they ran into him. BUT since he was IN the combat and was the weaker unit size they were allowed to run past him. Huh?

Now, I did not want to pursue with my Knights even further from the center of the table. But I DID want Galrauch to go straight ahead which would take him (probably) into the rear of the General-led unit. But since the peasants went BEHIND him, he could only go further away. The Knights failed their Leadership test to not pursue...and could not catch the fleeing units. Galrauch passed.

Bretonnian Turn 3
His General and everyone else essentially moved over towards my right table quarter. I believe this was a mistake. It took his Grail Knights essentially out of the battle along with everyone else. Sure, I got no charges...but he had nobody in combat. His peasants did rally. They unleashed 30 arrows at the dragon. Like 20 of them, a ridiculously high number, hit. None of them, an even more ridiculously low number, wounded. 

Chaos Turn 4
Galrauch charged the peasant bowmen. Out of range of any Knight, they failed their Terror or Fear test and were done. My Knights that could move turned and headed towards his advancing/fleeing General led unit. My Marauders, just outside 8", were able to march which kept them out of his line of sight.

Magic: I actually got Quagmire off again, killing another Grail Knight. And for the fourth consecutive turn...I Miscast. *Sigh*

Bretonnian Turn 4
He circled the village trying to get in charge range of my Marauders. His Magic? He cast with Irresistible Force the "Unit can't move" spell.  Yeah, I had a 4th level and 3 2nd level sorcerers. He had 2 first level and dominated the magic phase.

Chaos Turn 5
I would not be able to avoid the charge so I reformed my Marauders to face the charge and moved my able-to-move Knights into position where after he overran the Marauders I would flank charge him. My immobile Knights were already in position to charge head on.

I flew Galrauch up close to the village so he could also get involved in the combat after my Marauders died.

Magic was exciting and awesome. I got off 11 hits at 2D6 strength. If I rolled an 11 or 12 his Grail Knights and Battle Standard bearer would be gone for good. Instead I rolled...snake eyes. And out of 11 hits did zero wounds. 

Magic blows mighty chunks for me. Even when I get hyper-powerful spells off with irresistible force...I do nothing.

Bretonnian Turn 5
He initially declared the charge. Then we convinced him it was a bad idea since he would probably get wiped out by my mighty counter-charge. 

He then tried the spell again and for the first time he failed a casting roll and I used The Black Tongue to make it a mis-cast, doing a wound to his sorcerer for a change.

Chaos Turn 6
I had no charges so I simply moved the Marauders out of his charge range and into that table quarter to contest it, moved Knights to his starting zones to win one quarter and contest the other. Galrauch charged his Grail Knight and Battle Standard Bearer. I declared a challenge (I remembered to do that in every combat except the first one), killed his Standard Bearer, the Grail Knight broke, I got my standard back, took his. 

Bretonnian Turn 6
He wasn't going to do anything but someone convinced him to use his Pegasus Knight for the first time in the game to charge my Nurgle Sorcerer.

I forgot I had A) the Steep Hill advantage and B) The Mark of Nurgle to make me harder to hit. He killed me. That 190 points would matter.

Who Wins?
He started out looking good. He killed:
Chaos Sorcerers worth 230, 205, and 190 points.
(625) points.
Warhounds worth 100 points.
(725)
Chaos Warriors worth 364 points
(1089)
He lost the Banner Bonus since I took it back and had no Table Quarters. 

I don't know the point totals of what I killed but I controlled 2 table quarters, captured is Grail Knight and Battle Standard banners. Apparently there is some special rule that meant all the peasant banners I captured, like 6 of them, were not worth anything. But I did kill all but 1037 points of his so I killed approximately 1463 points of them, plus 200 for table quarters, + 100 apiece for the Grail Knight and Battle Standard banners for a total of 2156.

2156-1089 is a 1074 point difference, a solid victory for Chaos.

Game Roundup
It was Liam's first game so I considered playing soft and letting him win. However, to his credit, before the game he said something along the lines of "Don't go soft on me". So I went about 3/4 speed. We did help him with a couple of set-up errors, but not all of them.

He should have had his archers up front. He should have used his Men at Arms and other low-point units as screens to set himself up to get the charges. He should have not hidden all his power units in the far corner for almost half the game. When he got stuck circling the village for 3 turns, it essentially decided the game in my favor. Had they been involved they might have done enough damage to, if not outright win it for him, at least make it a draw.

Also, while I understand his rationale in moving the Army Standard bearer with the Grail Knights, it came back to haunt him when the combo of General and Army Standard Bearer out of range meant he had one shot to save his fleeing Reliquae/Trebuchet/Bowmen/Yoemen with low Leaderships. If he could re-roll at least the 8 leadership guys, they might have stayed around. A Banner on the flank doesn't help much when your points are in the middle.

When he had the points advantage, he did not use it. Instead, he dispersed his forces while I was able to concentrate mine. The peasants/Yeomen/Knights Errant are support troops he used as frontline troops instead of support troops. His frontline troops did awesome when they were stuck in combat but the game was lost for him in the Maneuver phase.

By contrast, I was able to focus 2 units of Knights and my Dragon on his support troops and ran wild on them, destroying them left and right. I lost troops because of my initial set-up but overcame that with superior maneuver and keeping my power troops where they could do damage. 

If I had it to do over again, I would put the Warriors in the center like I initially planned, the Knights to the side to flank charge anyone brave enough to go into battle against my Warriors. I would let the Trebuchet do what it would for one turn before my Dragon flew into it in turn 2. I would then be in position to Rear charge the melee in the middle of the table. 

We both made mistakes but his were more costly.

I will say, after he left, Space Monkey, Fixed Dice, Kev, Cris and I were talking about how impressed we were that he recognized the things he had done wrong and was already talking about how to fix them; fewer peasants, more Knights, better set-up, keeping the power together, etc. 

He is young, it was his first game, and he did very, very well to keep the game as close as it was. It was a very fun game and I look forward to meeting him in the campaigns. I foresee some epic Brettonian-Chaos games with mighty clashes of Grail Knights and Chaos Knights with legendary challenges between kitted-out Bret Heroes and Chaos Exalted Heroes. I am drooling over those forthcoming encounters as I type this.

I also look forward to building better armies. You know...those who don't waste points on magic? I mean, sure, I did kill 3 or 4 Grail Knights with it. But was that really worth 296 points for Galrauch* and 625 points to support him?No, it did nowhere near 1000 points. In fact, as I pointed out above, 2 Level 1 wizardesses completely owned the magic phase. Their ability to keep my Knights from moving at key points cost me a couple hundred points. 

So I will use more Chaos Lords and Exalted Heroes to own the close combat phase. Probably. I did just buy Sigvald. 

* Galrauch costs 616. But a regular dragon with the same stat line except I3 instead of 6 the only difference in stats that matter is 320. So I basically paid the rest for Magic. Well, okay, leadership if he is the army general. But really for the magic.