Articles in Category “Battle Reports” 864

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  • New

    GAME 2 – Kingdom of Equitaine


    The win put me in the big boys’ league, and I’d find myself playing against ETC teammate and KoE veteran Loick. We had played once before last year, in a game was full of freak occurences that ended in a big win for me.

    This time he was bringing a more optimized list, (no more Forlorn nonsense!) which packed quite a punch:


    Logick wrote:

    Token of the King

    HEROES:

    Duke on barded warhorse, questing vow, virtue of audacity, crusader helm, Divine Icon, GW, shield

    Paladin BSB, grail vow, barded warhorse, hardened shield, lance,

    Damsel Mistress, barded warhorse, 4 spells (shamanism), ring of fire, book of arcane power


    CORE:

    10 Knights of the Realm, Standard, Musician

    3 x 5 Aspirants


    SPECIAL:

    8 Grail Knights, Full Command, Stalker’s Standard

    5 Mounted Yeomen

    2 x 10 Brigands

    2 x Trebuchet




    We were to play frontline clash and Hold the Centre, which is at least better than breakthrough against KoE! Going into the game, I knew that I’d have to silence the trebs fast enough so that the treefathers could come out and play... but even then the Realm Knight unit is practically untouchable by the treefathers thanks to the Audacity/Questing combo on the Duke.




    We traded deployment drops for a while, then I opted to grab the first turn. We ended up with a heavily weighted left flank for him, and a central deployment for me. I had to put one of the trees close to his units, so as to pull the lord to that flank instead of the centre, where he’d be able to cause an enormous amount of trouble.

    For magic I got Awaken the Beast, Swarm of Insects, Howling Wind and Totemic Summon on my Druid, while the Matriarchgot Master of Stone and Healing Waters. The Damsel rolled Awaken the Beast, Insect Swarm, Howling wind and Break the Spirit (no doubles meant no option for totemic summon!).


    TURN 1 – Sylvan Elves


    Both Kestrels found blind spots in the enemy deployment and moved up: the ones on the left had a clear charge path for the trebuchets while on the right a lot of juicy flank charges were opened up. On the left I advanced cautiously with the dancers and treefather: sometimes the best way to keep someone away is to just threaten his advance path. Up the middle the other dancers and dryads got all snuggly in the forest, and the archers turned –for lack of better target- to deal with the scouting brigands.

    Magic was largely ineffective, only the insect swarm went through on the top brigands, killing enough to force a panic: the peasants held their ground though. Shooting caused 4 casualties on the rightmost brigands, but they also refused to panic.


    TURN 1 – KoE


    My Kestrel antics began to upset the enemy lines: the damsel left her unit to be able to target the left fliers, while the knights all angled themselves for the upcoming charges. The two big blocks advanced a bit but still stayed a healthy 16-17 inches away from my bladedancers.

    In the magic phase I had to let the Insect Swarm through into the left Kestrels and it dealt a massive 4 unsaved wounds. I then stopped the fireball into them.

    Shooting started with two direct trebuchet hits on my sylvan archers: nine died and the rest failed their panic and fled, landing 1 inch away from the table edge. The brigands’ shooting was largely ineffective.




    TURN 2 – Sylvan Elves

    The trebuchets had single handedly silenced my long-range threat in one turn: the kestrels went on the offensive, charging the trebuchet on the left and the aspirant knights on the right. The archers failed their rally check, legging it and giving my opponent a 500+ point present!

    Now that at least one warmachine was silenced, the spearelves could come out and play. The bulk of my army advanced slightly, always staying 20-something inches away from the big blocks.

    In the magic phase I started off with a ring of fire on the lone damsel, which was promptly dispelled. An insect swarm went through on her and caused a single wound. Finally, I got a good roll for the Totemic Beast and managed to bring it next to the second trebuchet. Its Breath weapon would fail to wound the damsel, but it was in a perfect place for the following turn.

    The Treefather’s roots panicked the brigands up top: they’d fail their rally check on the following turn and flee off the table.

    In combat the lone kestrel rider did well and broke the trebuchet, reforming to face the second one. The right kestrel knights went to town onthe aspirants, killing 4 of them for no casualties back. Their positioning meant that I was able to pursue into the flank of the second unit of aspirants, although I only managed to get one kestrel in contact.


    TURN 2 – KoE


    With Kestrels and Totemic Beast all threatening his backline, my opponent had to turn his realm knights around and join the damsel once more. The grail knights advanced a bit reluctantly once more.

    In the magic phase I had to stop the Ring of Fire as… [Read More]
  • New

    Greetings, dear readers


    Last weekend I went to the Conquest tournament in Dendermonde, Belgium. It is the annual tournament of the Knights of Bayard, run by two of my former ETC teammates @kiwii @Timon and it gathers a good crowd! This year 26 people showed up, including ETC players from Luxembourg, Belgium as well as very good local tournament players.
    The way the tournament was set up, we'd have 2,5h per battle; while this is enough for some, I thought that I wouldn't have enough time for pictures. So we go back to diagrams made on UB2! (they may be a bit off, I'll let you know in the text if that's the case)


    The list I brought was tweaked compared to the last tournament:



    SmithF wrote:


    HEROES:

    Dryad Matriarch, general, 2 spells Druidism
    Druid Master, 4 spells Shamanism, Ring of Fire
    Chieftain, Bladedancer Kindred, BSB, Spear of Cadaron

    CORE:
    20 Sylvan Archers, musician
    27 Forest Guard, Full Command, Gleaming Icon
    8 Dryads, Skirmish

    FLEET OF FOOT:
    3 Kestrel Knights, light armour
    3 Kestrel Knights, light armour
    8 Bladedancers
    12 Bladedancers, Champion, Standard

    FOREST GIANTS:
    Treefather
    Treefather
    Game 1 vs Daemonic Legions


    I got to play against Sebastien, one of the Tour d’Ebene players (the biggest gaming club in Belgium, to my knowledge). He brought MSU polytheist daemons:


    Seb wrote:




    We got Frontline Clash and as a secondary objective we got Secure Target. I used my objective marker to divide his army, placing it very far from its counterpart: my opponent would have to divide his forces to claim the objective.


    For magic, my Druid got Awaken the Beast, Insect Swarm, Break the Spirit and Savage Fury, while the Matriarch got Healing Waters and Master of Stone. My opponent rolled The Wheel Turns, Will o’ the Wisp and Twisted Effigy for his spells.


    After alternating deployments for a while, my adversary dropped everything to get the first turn. The end result was two clusters of deamons near each of the objective markers, each protected by a blight fly unit. I knew right off the bat that engaging the Flies was to be avoided as long as they were at full strength, so my plan was to weaken them for the first few turns. I loaded my left flank, keeping the treefathers centrally and kestrels ready to fly over the enemy lines on turn 1.




    My opponent won the roll for the first turn, and battle was joined.


    TURN 1 – Daemonic Legions

    The enemy army advanced rather cautiously across the table, my treefather and bladedancers effectively zoning the blight flies. In magic I let go the Wheel Turns and stopped will ‘o the wisp and twisted effigy.


    TURN 1 – Sylvan Elves

    On the left side the Kestrels found a blind spot where they could land, threaten the enemy scorers and be safe from enemy charges due to the huge footprint of the blight flies. Their counterparts on the right outflanked the hellhounds, ready for a turn 2 charge. In the middle, the two treefathers and the small bladedancers angled themselves to deter any fly moves over the building and right into my back yard by the flies.

    In the magic phase the ring of fire was stopped, but the insect swarm managed to deal a couple of wounds on the leftmost blight flies. Then, I put Break the Spirit on the right flies, so as to be sure they wouldn’t move aggressively. Shooting only managed a single wound on the left hellhounds.




    TURN 2 – Daemonic Legions

    My opponent briefly considered combo-charging the right treefather with both hellhounds (the picture is wrong, one of them could get into the flank), but some quick math and the realization that he’d be able to thunderstomp them deterred him. Disaster struck in remaining moves, as unit after unit of daemons failed their Ld7/ Ld8 march tests and were reduced to a crawl reminiscent of 6th edition Warhammer. One unit of Furies flew right in front of my archers, threatening my mage, while on the right flank the hellhounds moved up aggressively, finding blind corners where neither treefather nor bladedancer could touch them.

    The magic phase proved to be uneventful, since a combination of channel and good rolls for dispel shut down the entire phase.


    TURN 2 – Sylvan Elves

    The only charge I had this turn was the Kestrels into the rear of the rightmost Hellhound unit: this would give my bladedancers time to move up and support the kestrels on my turn 3. I needed to stop the [Read More]
  • New

    Was that forest always there??? The greenskins are confused as they travel through the land of Buckeye.... Before they have time to react they are surrounded by the goatmen of Bob. A giant Gortach rams straight into the gut of Krom.... but the horns get stuck..... Will Zod lead the greenskins to another victory? Will Krom's stomach recover after being impaled? Can Zod fight 3 units at the same time? or will the ambushing goats over power the horde? Find out here

    [Read More]
  • New

    GAME 3 - Highborn Elves


    For the last game I got to face Tom and his Highborn Elves. Mind you, this game was a long time ago and I don’t have pictures of it, so the list might be a bit off.




    HEROES:
    Prince, Lion Guard, Lion Chariot, GW, Bluffer’s Helm, Sprout of Rebirth, Divine Icon
    Prince, Lion Guard, Lion Chariot, GW, Crown of Scorn, Daemonhunter Helm, Dusk Stone
    CORE:
    2x 17 Archers, musician
    2x 5 Highborn Lancers
    SPECIAL:
    2 x 5 Swordmasters
    7 Knights of Ryma, Full Command, Aether Icon
    10 Queensguard
    Skysloop
    ANCIENT ALLIES:
    Fire Phoenix
    Great Eagle


    We played flank attack, with Capture the flags as a secondary objective.

    The fact that the enemy list didn't have any magic and the small scoring units made me optimistic about the result. The fact that I have nothing to threaten the two chariot princes was more alarming, though. Here’s a picture of the deployment (the only one I’ve got, actually).




    EARLY GAME:

    I stalled the princes by deploying deep in the centre (where I had the biggest deployment zone) and pushed the flanks (where my zones were smaller). During the first two turns I focused my shooting on the small swordmasters, managing to kill one unit and panic the other. The Dancers to the left trapped the highborn lancers and forced them to charge (no musician so no way to get away), getting another flag for me. To the right, I pushed my dancer unit aggressively, supported by kestrels.


    MID GAME:



    Over the course of three turns, I had to sacrifice a unit of Kestrels, the Briar Maidens and the Dryads to keep the Lion princes honest. In return, I managed to kill both units of Lancers, get an overrun on the Ryma Knights with the big Bladedancers and panic the Queensguard with a root attack.

    Disaster struck on turn 4: having dealt with the Ryma Knights, the bladedancers were ready to pounce on the 17-strong archer unit next to the hill. However, a combination of their shooting and the stand and shoot reaction managed to kill all 11 Bladedancers, leaving my BSB to fend off for himself. He went into the archer block all alone, failed to even wound once and got cut down by archers for his trouble!


    LATE GAME:


    In the late game I'd get the phoenix, the second small swordmasters and the queensguard, while my opponent would get a treefather, half of the spearelves and the Kestrels (again, all sacrificed to the Lion Princes).

    The end result was a draw, but I did manage to preserve all of my scoring units, thus getting the secondary objective: 13-7 win for the Sylvan Elves!

    AFTERMATH:


    It is no secret that sylvan Elves hate Lion Chariot princes. Short of a lucky Crush attack, there’s next to nothing one can do to kill the damned thing, all the while having to sacrifice heaps of units to keep them at bay. My opponent’s list was far from optimized, but the two princes caused enormous amounts of trouble. However, the MVP should go to the archers: they single-handedly dealt with the BD and BSB, for a 1000+ point swing. That’s my chance at a podium finish right there!

    When the dust settled, I had scored a total of 40/60 battle points. With so many good players in the tournament and a total of around 40 players, not a lot of the games ended in a 20-0, which meant that I was 6th for battle scores. The soft scores (painting/sports) and a nomination for best painted catapulted me all the way up to 4th place, for a very respectable finish!


    Overall, the tournament was a very positive experience: great terrain/themed tables, smoothly run event, no big rules issues, and a high quality of painting for the most part! All players commented on the lack of time for the second round, but it was a minor hiccup. All in all, great job by the Connectr’ team, I’ll definitely be back next year for the 17th edition!

    As far as the list is concerned, this tourney helped me decide on some more changes: More magic was definitely welcome, but I lacked a second magic missile to make sure that I have some long-range potential. The small Heath Riders are also something that I'll be leaving home, since they can be easily killed and rarely participate in the battle in any meaningful way other than objectives. But more on that in the next installment, recounting my adventures at the Conquest tournament!

    Take care,

    Smith [Read More]
  • New

    The greenskins continue their march through the world of buckeye... but there is a feeling of someone watching their every movement..... They notice something flying in the sky, with his flaming sword landing in the forest.... Look to the right they see a giant eye staring into their souls.... They are surrounded by armored knights... Greenskins nerves are solid. They bunker down and Zod orders the goblin archers to shoot the first thing they see.... How will the Greenskins do against the eye of the Beholder and his armored army? Find out here....... [Read More]
  • New

    Game 2 – Kingdom of Equitaine


    So after a very good start, I knew I’d probably get to face one of the top players in the tourney; for a couple of minutes this opponent was none other than T9A’s Frederick, but then the organizers recalculated and I ended up fighting Team Germany’s Yannick and his peasant KoE list. For those of you with good memories, I had faced Yannick’s EoS in last year’s Herford tournament; he is a great guy to play against, and a very competent general, so I was looking forward to our match.

    The list he brought is unconventional to say the least:


    HEROES:
    Duke, virtue of humility, crown of autocracy
    Duke, virtue of humility, Wizard’s Hood
    Damsel, wizard master,4 spells Divination, Book of Arcane Power, Ring of Fire
    CORE:
    57 Peasant Levy, spears, Full Command
    57 Peasant Levy, spears, Full Command
    56 Peasant Levy, spears, Full Command, War Banner
    30 Peasant Bowmen, Musician
    30 Peasant Bowmen, Musician

    SPECIAL:
    12 Brigands
    2x Sacred reliquary
    2 x Trebuchets

    To some of you it may not be news, but I certainly didn’t see this list coming!


    We got Frontline Clash and Secure target as objective.


    Looking at my opponent’s army, I figured one thing: If I held back, I’d get shot to pieces. So the plan was to engage as fast as possible, and use the Treefathers to grind the spear blocks over multiple turns.


    I used my objective to force my opponent to deploy on the side of the board with a big impassable terrain cutting his zone in half: this way he wouldn’t be able to concentrate fire on my units, and potentially if he made the mistake of advancing a single unit on its own up my flank I’d be able to catch it unaware out of the BSB/general bubble.


    Early Game:





    I got the first turn, and used it to move up full speed ahead with the Treefathers, towards his central block. The briar maidens, archers and heath riders held back a good distance away from his archers, while the big dancers and Forest Guard began the long slog towards the enemy lines. The kestrels moved up on the (empty) left flank in an effort to disrupt the enemy lines and attract the attention of magic away from the treefathers.

    My plan worked, since the Damsel’s bunker had to turn around and deal with the Kestrels instead of throwing spells at the treefathers. One trebuchet misfired and was taken out of the game, while the other kept missing my Forest Guard.


    Mid Game:


    Around turn 3 I took the plunge and threw my two Treefathers and the small unit of Bladedancers plus BSB into the front of the middle Spear unit. The unit had previously been augmented by Know thy Enemy (+2 ws/initiative) but I felt confident that with a combination of magic and the 3+ ward would keep my dancers alive.

    A series of subpar rolls on my part and great ward saves for my opponent meant that I still lost 3 dancers to the enemy attacks, but the problems came on the following turn: with the trees in combat, the only spell that I minded was Know thy Enemy, since it would limit my dancers’ chances of survival. After having kept my 6 dice to dispel it, my opponent proceeded to get a triple six roll on 4 dice, and I failed miserably to dispel. To add to the insult, the BSB failed to wound with his 4 attacks, meaning that the dancers went from being hit on a 6+ to being hit on a 4+…


    To cut a long story short, the dancers died but the BSB held on, while the trees kept stomping on peasants. Over the following turns the trees would get flanked by the other 2 spearmen, but druidism magic kept them safe from harm while they stomped the middle unit.

    In the meanwhile, the Kestrels got shot to below 25% and the Forest Guard lost a fight they probably shouldn’t have (they took 11 wounds out of 20 peasant attacks hitting on 5s and wounding on 4s) and legged it, but rallied far away from action.


    Late Game:

    Due to a delay in starting the second round, the tournament organizers had to cut the second round short. So we were notified after having played one hour and a half that we needed to wrap up our last turn. This happened at the end of my turn 4, which meant that my opponent got to play his last turn. Bad news for me, since I had the big bladedancer unit lined up for a charge and my scorers ready to pounce on the objective.

    In the end, with magic and shooting he managed to get the Forest Guard below half strength, tie the objectives and it all boiled down to the final combat phase. By now the middle peasants were around 25- strong, but despite the tree’s attacks and stomps I failed to drop them below Steadfast level. All of the units in the combat against the trees held, and the game ended two turns too short.


    Aftermath:



    In this game I got ZERO victory points, not for a lack of trying! My opponent took a unit of kestrels, a unit of dancers, half the forest guard and half another unit of kestrels, meaning he won 13 – 7.


    The game was an enjoyable one, but I cannot help but feel that it would have been a totally… [Read More]