IntroductionA mighty roar awakened the Dread Elf legion, and before the forces could be mustered, battle cries were shouted loudly from afar. A thunderous horde of Ogre Khans was charging their camp!
Drakon gave his orders quickly yet determined; "Zlatan, hide your Corsairs behind that temple and attack them from behind, buy us some time!". Khaled had no need for instructions and herded the Krakens towards a forest at the right flank. Good, Drakon thought, we funnel them into the Spartans deadly spears and charge them from the flanks, planning his favourite tactic: the double envelopment.
"SPARTANS!" he shouted with his loud voice: "This is where we stand, this is where THEY die!" while he observed how Khaled unleashed the Krakens. With a wicked smile, he waited...
Two weeks ago I attended my first tournament with the Spartans. This was the second battle, after the first battle only came to two rounds and ended in a draw. I had to play against full combat Ogres, so it was going to be an interesting and deadly match!
Lord Drakon - Cult Priest, Nabh
Khaled the Collector - Captain, Battle Standard, Manticore, LHAS, Talisman of Shielding, Beastmaster's Lash
Zlatan - Captain, Fleet Commander, Pegasus, LHAS, Death Cheater
Princip - Assassin, Bloody Murder, Paired Weapons, Bloodroot, Midnight Cloak
30 Spartans, Spears, S, Academy Banner
29 Spartans, Spears, S, Academy Banner
10 Corsairs, Vanguard
Divine Altar, Paired Weapons
The Spartan list had evolved with the Krakens + Beastmaster, with the 2 x 10 harpies that contribute to the PULL of this list. It has no magic and no shooting, but lots of interesting characters, extremely deadly Spartan legionnaires and large terrifying Krakens. It is a powerplay list, able to rush the enemy lines, or hold certain objectives, and overwhelm the enemy.
The enemy brought:
Unfortunately, I do not remember his exact anymore, I will ask for it next battles and take pictures so I can share it here for better understanding of his units. It had 3 large units of the Tusker cavarly that would have impact hits on the charge, the same counted for the Rock Aurochs and to lesser extent also the Tribesmen. He had some shooting on the characters which had no effect on the game, other than that no ranged attacks. It's list had quite some scoring and could likely do one thing very well: get into the enemy quick and overrun those positions!
When I saw the Ogre list at the beginning of the tournament I actually hoped to face him, as I had a lot of tools to defeat his list with the Krakens and the deadly Spartans with an multi-wouding assassin. The idea would be simple yet effective: delay parts of his forces so he came in waves, waves that could be received by the Spartans and killed by counter-charges or the Krakens.
We rolled for Frontline Clash, and Breakthrough.
While the enemy had the advantage with scoring and speed, I could defeat him in combat when he would be unable to surround me or attack the Spartans in the flanks. He chose the opposite site of the board, and it gave me excellent options to use the TRAP: the double envelopment. With vanguarding corsairs hiding behind the impassable terrain, they could launch the fleet commander into the flank or rear of the enemy forces, while able to get into the enemy deployment zone fast. He had to split his forces to attack, so if I could delay part of those forces with my harpies and have a counter-attack ready, I could take him out one by one.
I started deploying with my Harpies behind the large rock, then the Corsairs, afterwards the Altar, Spartans and Krakens. The Spartan flank could be naturally guarded by the rock, giving me a strong defensive position. The enemy responded with a central deployment to get to me as soon as possible. My corsairs could sneak into the enemy zone as soon as possible, while Krakens could oppose one unit of Tusker cavarly united.
I win the roll for vanguards and the Corsairs get 12" forward.
Turn 1 - Ogre Kingdoms
Here we go! No magic and shooting in this game, so it will likely become a short one. Enemy charges forward without risking counter-charges.
Turn 1 - XIII Legion
I respond with by placing the Harpies in front of the enemy Tusker units I want to delay and counter-charge next turn, and move my units into position. Especially the Krakens move up for a counter-charge, while the Fleet Commander gets line of sight to enemy forces.
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