QuoteTilbage i 2010 var jeg glad for at skrive Battle Report's, en del af hobbyen jeg gerne vil tage til mig igen i fremtiden. Et par af mine sjoveste spil fra 7th edition fik jeg skrevet en BatRep til, og her er en af dem:
Greetings everyone!
Last Saturday (May 1st) did I face off against a Tomb King force with my Bretonnian army. I played against a regular opponent, so I know the Tomb Kings well by now. I was actually playing against two people, since my opponent sits in a wheelchair and orders his helper to move his troops around. A little like Crang giving orders to Shredder from Teenage Mutant Ninja Turtles (TM).
(http://i626.photobucket.com/albums/tt342/jimmistender/Turtles.jpg)
This usually puts my opponent in a slight disadvantage, since his helpers usually have absolutely no idea about what they are doing (and probably not much interest, either). At least he trust me enough to move his troops for him when he tries a more delicate maneuver. My opponent plays Warhammer purely for the enjoyment of it (
I find it very cool that he have maintained his interest and have the ability to play, considering he has only been in a wheelchair a few years. I respect that very much), and is by no means a tournament player. That might explain why I have an 80% win ratio against him, and when I lose it has always been because of
Fear. I tend to make soft lists when playing against him, because I know he will do the same to me. That should also even out the fact that he is not able to move his troops around himself, meaning that his units seldom are exactly where he want them to be.
I usually try to surprise my opponents when playing friendly games, so this time I made a very unusual(lly weak) list, hoping to get a "WTF!?" expression from my opponent.
The game was a 2250 points Pitched Battle.
Bretonnia:Prophetess of the Lady (310 Points)
General, Magic Level 4, Power Stone, Potion Sacre, Royal Pegasus Paladin Battle Standard Bearer (204 Points)
Virtue of Duty, Banner of the LadyDamsel of the Lady (164 Points)
Magic Level 2, Dispel Scroll, Chalice of Malfleur, War Horse with bardingDamsel of the Lady (155 Points)
2x Dispel Scroll8 Knights of the Realm (241 Points)
Full Command, War Banner5 Knight Errant (107 Points)
Musician23 Men-at-Arms (130 Points)
Standard, Musician, Spears10 Peasant Bowmen (65 Points)
Villein, Defensive Stakes20 Peasant Bowmen Skirmishers (150 Points)
Villein, Musician3 Pegasus Knights (175 Points)
Gallant, Musician5 Mounted Yeomen (87 Points)
Musician5 Mounted Yeomen (87 Points)
Musician6 Grail Knights (283 Points)
Full Command, Twilight BannerField Trebuchet (90 Points)
Total: 2248 PointsCasting Pool: 10
Dispel Pool: 6
Models in Army: 94
My BSB joined the KotR, the Damsel on a Warhorse joined a unit of Mounted Yeomen, the Damsel on foot joined the skirmishers.Bretonnia is not famous for their magic capabilities. I want to prove the world wrong. I intended to pulverize his skeletons with my magic tricks, something my opponent certainly isn't used to while playing against my Bretts.
Tomb Kings:Tomb King (318 Points)
Crook and Flail of Radiance, Golden Eye of Rah-nut, Chariot of FireTomb Prince (139 Points)
Vambraces of the Sun, Sword of MightLiche Priest (148 Points)
Hieratic Jar, Skeletal SteedLiche Priest (160 Points)
Hierophant, Cloak of the Dunes, Collar of Shapesh22 Skeleton Warriors (208 Points)
Shields, Light Armor, Standard Bearer5 Skeleton Light Horsemen (70 Points)
4 Skeleton Chariots (260 Points)
Full Command, Icon of the Sacred Eye10 Skeleton Warriors (80 Points)
Bow25 Tomb Guards (355 Points)
Full Command, War BannerTomb Scorpion (85 Points)
4 Carrions (96 Points)
Bone Giant (220 Points)
Screaming Skull Catapult (110 Points)
Skulls of the FoeTotal: 2249 PointsCasting Pool: 2
Dispel Pool: 4
Models in Army: 81
The Tomb King joined the Skeleton Chariots, Tomb Prince went with Tomb Guards, Liche Priest on steed joined Skeleton Light Horsemen and the last Priest with Cloak of the Dunes did not join any unit.I have no idea whether or not he was planning anything special with this army.
Unfortunately he didn't have all the models and had to use a little stand-in. The Bone Giant, Carrions and Tomb Scorpion are represented only by their respective bases.
Overview of the battlefield:
(http://i626.photobucket.com/albums/tt342/jimmistender/BattleReport2.jpg)
(http://i626.photobucket.com/albums/tt342/jimmistender/A5.jpg)
We agreed that houses counted as impassable terrain, and all terrain pieces was infinite high when trying to determine LoS.
I won the roll for deployment and choose the left side of the table, as shown above.
Spells:My Prophetess choose Lore of Heavens and got Portent of Far, Celestial shield, Uranon's Thunder Bolt and Comet of Casandora.
My mounted Damsel choose Life, and got Mistress of the Marsh and Master of the Woods.
My Damsel on foot choose Beast and got Ursos the Bears Anger and The Hunter's Spear.
Bretonnian Deployment:Right Flank:(http://i626.photobucket.com/albums/tt342/jimmistender/A3.jpg)
From left to right: Knights of the Realm with BSB, Peasant Bowmen, Pegasus Knights, Bowmen Skirmishers with Damsel on foot, Grail Knights.
Left Flank:(http://i626.photobucket.com/albums/tt342/jimmistender/A4.jpg)
Continued after Grail Knights: Men-at-Arms, Mounted Yeomen, Trebuchet, Prophetess on Pegasus (
unpainted), Knight Errants with Mounted Yeomen behind them. Damsel on Warhorse have joined the Yeomen.
Tomb King Deployment:Right Flank:(http://i626.photobucket.com/albums/tt342/jimmistender/A1.jpg)
From left to right: Skeleton Chariots with Tomb King, Skeleton Light Horsemen with Liche Priest behind the chariots, Bone Giant (
stand-in), Skeleton Warriors with bows, Tomb Guards with Tomb Prince.
Left Flank:(http://i626.photobucket.com/albums/tt342/jimmistender/A2.jpg)
Continued after Tomb Guards: Screaming Skull Catapult, Hierophant, Skeleton Warriors, Tomb Scorpion (
stand-in), Carrions (
stand-in).
The Battle!
While my knights prayed to the Lady for guidance, the Tomb King army was on the move.
(http://i626.photobucket.com/albums/tt342/jimmistender/Round1.jpg)
Tomb Kings:
The chariots on the right flank up beside the hill in front of them, Light horsemen with priest still close behind. The Bone Giant plays king of the hill, while having a good overview of the Bretonnian army from his position. The skeleton archers moves 4" forward, now standing next to the hill, opposite the chariots. The Tomb Guard unit moves along with them.
(http://i626.photobucket.com/albums/tt342/jimmistender/A6.jpg)
The skeleton unit on the left flank moves a drastic 4" forward, with the Liche Priest hiding behind them. The Carrions then fly to the front of the hill containing the screaming skull catapult. For some unknown reason, the Tomb Scorpion remain idle.
(http://i626.photobucket.com/albums/tt342/jimmistender/A7.jpg)
Then it was time for magic. I rolled a dice for the Chalice of Malfleur and got an extra dispel dice, for a total of 7.
The Tomb Prince tries to cast Incantation of Urgency on himself and his unit of Tomb Guards. He rolls a 1, so I simply remove one of my dispel dice, effectively cancelling his spell.
The King then casts Incantation of Smithing, with a power level of 4. I roll a single dice and roll 4. The King is persistent, so tries again with a power level of 2. I roll a single dice and get a 6, infuriating the Tomb King. But then the King's trusted priest behind him tries to help, and casts the same Incantation with a power level of 8. I decide to save some dispel dice for more dangerous spells, and let it pass.
4 Chariots are able to see my general, standing on the hill, and decided to take a shoot at her.
4 Shoots, 3 hits, randomized 2 on general, 1 on Pegasus, 2 unsaved wounds on the general, no wounds on Pegasus = Bad start.
Why, oh why, did I deploy my vulnerable general on the hill and not behind it? :-k
The Hierophant hiding behind the skeleton Warriors on the left flank casts Incantation of Smithing on the Catapult, power level 6. I take no chances and roll 3 dice, getting 10.
Then he went on to shooting. The catapult guessed 26" towards my Knights of the Realm, which was around 4" too short. The shoot scatters away, hitting nothing. The Grail Knights saves 2 wound from the skeleton archers. The chariots takes another round of fire on my general, this time taking a single wound away from my Pegasus. Things are looking very black for my general already...
Bretonnia:
My general made a wise decision and decided that she was not placed in the best strategic position on the battlefield. So she hurried behind her trusted men-at-arms, hoping her new human-shield wouldn't abandon her.
The Yeomen with Damsel moves past the Knight Errants, and positions themselves beside the wood, not that far from the enemy chariots.
The Knight Errants takes a new position behind the Yeomen.
The second unit of Yeomen places themselves next to the same wood, directly opposite the first unit of Yeomen, hiding in the shadow of the Giant on the hill in front of them.
(http://i626.photobucket.com/albums/tt342/jimmistender/A8.jpg)
The Grail and Pegasus Knights makes a move against the Screaming Skull Catapult, planning to take this thing out ASAP, and ends up in front of the wood next to the house. The Knights of the Realm moves closer to the Skeleton Warriors, preparing themselves to charge in the following turn.
The Skirmishers with the Damsel runs 8", moving up beside the woods from behind it.
(http://i626.photobucket.com/albums/tt342/jimmistender/A9.jpg)
The Men-at-Arms remain stationary, on the Prophetess direct orders.
The Prophetess managed to cast Uranon's Thunder Bolt on the Bone Giant with Irresistible force, causing a mighty single hit which doesn't wound.
The mounted Damsel attempts to cast Master of the Woods at the chariot unit in front of her, but she only manages to roll 3 on two dice.
The Damsel on foot casts The Hunters Spear on the Bone Giant, but fails to wound it.
Then the Prophetess decided to go all in while she is still breathing, and consumes both her Power Stone and Potion Sacre. She then attempts to casts the Comet of Casandora, using 5 dice in total she rolls 1,1,2,5,5. The rolls is not a miscast thanks to the potion, which changed a 1 to a 2, resulting in a power level of 15.
My opponent rolls all his 4 dispel dice, and rolls a total of 18. Craptastic.
The shooting phase could only be better than my magic phase!
The Trebuchet guesses 22" against the Bone Giant, which is dead center on the Giants base! But the shoot scatters away, unfortunately.
The Bowmen takes a shoot from behind their stakes, and manages to kill a single Carrion.
The Yeomen with the Damsel also manages to remove a single wound from a Chariot. The second unit of Yeomen shoots at the Giant, but, unsurprisingly, does not wound it.
That was a lot of firepower on that Bone Giant, without a single wound lost on the damned construct.
(http://i626.photobucket.com/albums/tt342/jimmistender/Round2-1.jpg)
Tomb Kings:
The turn starts with the Chariots declaring a charge on the Yeomen with Damsel, which flees 13" directly back, ending around 4" away from the table edge.
The Bone Giant stomps 6" ahead, towards the Yeomen. Light Horsemen and Priest moves to the base of the hill. The Skeleton archers moves another 3" forward, while the Tomb Guards makes a wheeling move, looking towards the Grail Knights.
(http://i626.photobucket.com/albums/tt342/jimmistender/A10.jpg)
The Mounted Yeomen on the right stands next to the wood at this point in time. The picture was taken during Bretonnian turn 2, where they fled from the bone Giant
The Hierophant joins the Tomb Guards, which are 19" away from his position.
The Carrions place themselves right between the Tomb Guards and the Grail Knights. The Tomb Scorpion readies itself to flanking the Knights of the Realm, if they should crash into the Skeleton Warriors beside it.
(http://i626.photobucket.com/albums/tt342/jimmistender/A11.jpg)
The Chalice of Malfleur granted me another Dispel Dice in the magic phase.
The Tomb King manages to cast Incantation of Urgency on his own unit after two attempts, which charges the Knight Errants. The Knights fail their fear test, and since they have a lower Unit Strength (not to mention being only 0.1" away from the table edge) they leave the battlefield. The chariots makes a failed charge, and a single chariot moves through the wood in the process, losing a single wound, meaning it only have one wound left.
The priest and Horsemen moves up behind the Bone Giant, with the help of the Incantation of Urgency. The same priest then uses his Hieratic Jar, trying to make the Bone Giant move, but the Incantation is dispelled.
The Hierophant tries to cast Urgency on the Carrions, but that also gets dispelled.
The Screaming Skull catapult makes a good guess towards the Pegasus Knights, and hit the Champion in the head, while also having a partial hit on a second Pegasus Knight. He rolls a 3 for the partial, meaning the second Pegasus Knight is not harmed, and the Champion makes his 5+ Ward Save.
2 Light Horsemen can see the Prophetess from the hill, so they try their luck but both miss.
3 Skeleton Warriors with Bows are also able to see the Prophetess, so they take the shoot; 2 hits, randomized both hits on the Prophetess, 1 wound, blessing FAILS! The Prophetess glides from her saddle, dead before she hits the ground.
The wounded Pegasus fails it LD test and gets a 4 on the monster reaction table, meaning it is unbreakable, but may not move for the rest of the battle.
Things have gone from bad to worse. But at least I managed to burn my Power Stone and Potion Sacre before she died. Not to much effect, but still... *sigh*
Bretonnia:
My Yeomen in front of the Bone Giant starts the turn by failing their Terror test and flees 15" back to where they came from.
The Pegasus Knights declares charge on the Screaming Skull Catapult.
His Tomb Scorpion was placed a little wrong. He planned to flank my Knights of the Realm if they charged into his Skeleton Warriors, but the Scorpion was now within the knights line of sight, wo they charges the Scorpion instead! Both the KotR and the Pegasus Knights passes their Fear test.
The Grail Knights charges into the flank of the Skeleton Warriors, pretty much spelling doom for the Tomb Kings left flank.
The Damsel in the Yeomen unit rolls a 10 for her rally test, and flees with them of the table.
The Men-at-Arms moves slightly to the right, now standing directly in front of the wounded Pegasus.
(http://i626.photobucket.com/albums/tt342/jimmistender/A13.jpg)
At this point I only have one Damsel left. She tried to cast The Hunters Spear at the Bone Giant, but only rolled 6 with 3 dice, needing 8+ to cast. Bugger.
The Trebuchet shoots at the Bone Giant again. This time is guesses about one inch to far, and hits the Light Horsemen behind the Giant, while also having a partial hit on the Giant. This resulted in three dead horsemen, and three wounds of the Bone Giant. Some luck at last!
The twenty skirmishing archers fired at the Carrions, causing five wounds meaning only one Carrion with a single wound remained.
In the Close Combat phase the KotR kills the Scorpion with ease, overruns 11" meaning they leave the table.
The Grail Knights kill seven Skeleton warriors on the charge, meaning no attacks back. The combat is won by 8 (7 kills, 1 rank, flank charge and a banner Vs. banner and higher Unit Strength) resulting in only 7 Skeleton Warriors left.
The Catapult Crew is no match for the Pegasus Knights, so they easily conquer the hill.
(http://i626.photobucket.com/albums/tt342/jimmistender/A12.jpg)
Flank? What flank!?
(http://i626.photobucket.com/albums/tt342/jimmistender/Round32.jpg)
Tomb Kings:
The Tomb King and his Chariot unit moves dangerously close to the Trebuchet, now standing on the opposite side of the hill.
The Bone Giant parades past the archers, intend on joining the fight on the left flank.
The Tomb Guards makes a turn maneuver, and walks 3" towards the Grail Knights rear.
The Light Horsemen with priest doesn't feel comfortable without their Giant, so they also makes a move towards their left flank, now standing behind their archers.
(http://i626.photobucket.com/albums/tt342/jimmistender/A15.jpg)
The remaining Carrion did not move, for unknown reasons.
Then it was time for magic.
The Tomb Prince attempted to cast Incantation of Urgency on his own unit, which get dispelled. (Power Level 3 vs. a roll of 5)
Then the Tomb King casts Incantation of Urgency on his chariot unit with a power level of 3. I used both my remaining Dispel Dice and dispelled it with ease.
The King tried again, so my Damsel burned a Dispel Scroll.
The mounted Priest then tried the same spell on the Tomb Guards, which meant that I burned my second, and last, Dispel Scroll.
But then the Hierophant made the same trick, and with no dices or scrolls left, the spell went through.
The Tomb Guards was clearly too far away from the Grail Knights to declare a charge, so they moved 4" towards the hill with the Pegasus Knights instead.
(http://i626.photobucket.com/albums/tt342/jimmistender/A14.jpg)
Shooting:
A single horseman had line of sight to the Pegasus Knights, but fails his shot.
Six of the Skeleton archers was able to see my skirmishers and kills two.
The turns ends, and we both forgot the close combat between the Grail Knights and the Skeleton Warriors! #-o
Bretonnia:
Right, a single Light Horseman could see, and shoot at, my Pegasus Knights. That could only mean that I also could see them, and they seemed like a tempting target since they had a priest with them, so I declare a charge with my Pegasus Knights. But alas, I fail my Fear test and must remain stationary on the hill for the rest of the turn.
I really don't like the rules for Fear in this edition of Warhammer, that's for sure!
The Yeomen who fled from the Bone Giant in the previous turn fails to rally and leave the table.
The KotR comes back to the table, and faces the hill, ready to charge anything the dares driving the Pegasus Knights away.
The Men-at-arms was tired of guarding the unbreakable Pegasus, so they ran 8" towards the Skeleton archers. Both Bowmen regiments remained idle, so I went on to magic.
The Damsel tried The Hunters Spear once more on the Bone Giant. With three dice, I roll 1,1,3... Miscast!
I roll a 6 on the miscast table, meaning my opponent my instantly throw one of his own spells for free.
He takes advantage and choose Incantation of Urgency on his Tomb Guards. The spell had a power level of six, so I tried to dispel it with my last Power Dice, but I only rolled a 4. The Tomb Guard unit declares a charge on the Pegasus Knights (charging in your opponents magic phase is an rare event indeed!). The Pegasus Knights passes their Fear test (so this you aren't afraid of, huh?) and they decide to hold.
The chance of them leaving the table was to big. Besides, I wanted to counter-charge with my Knights of the Realm.
(http://i626.photobucket.com/albums/tt342/jimmistender/A18.jpg)
The Trebuchet makes a perfect guess against the Bone Giant, but the shoot scatters 4" and kills a single Skeleton archer.
The 18 Skirmishers shoots at the Bone Giant, getting 9 hits and 0 wounds.
The Tomb Guards manages to kill a Pegasus Knight in close combat, but the Hierophant took a wound in return. The Pegasus failed their break test twice (close to the BSB) and fled 13", to the edge of the table. The Tomb Guards rolls a double 6, and ends up 1" behind the Pegasus Knights.
(http://i626.photobucket.com/albums/tt342/jimmistender/A19.jpg)
The Grail Knights crushes the remaining Skeleton Warriors without breaking any sweat.
(http://i626.photobucket.com/albums/tt342/jimmistender/Round4.jpg)
Tomb Kings:
The Tomb King and his unit charges the Trebuchet, which fail their Fear test and Flee 10" directly away. The chariots stops at the Trebuchets, as according to the rules for War machines.
The Grail Knights salute the brave wounded Carrion, as it charges into their rear.
(http://i626.photobucket.com/albums/tt342/jimmistender/A22.jpg)
The Bone Giant and Skeleton Light Horsemen unit continues to walk towards their left flank.
The Tomb Guard unit makes a turn, now facing towards the Grail Knights.
(http://i626.photobucket.com/albums/tt342/jimmistender/A23.jpg)
Magic:
The Tomb Prince casts Incantation of Urgency on his Tomb Guard unit, but I dispel it with 2 dice.
The Tomb King then casts the same spell at his own unit, and I let it through. The unit then crushed the Trebuchet and charged my fleeing crew, which are caught. The unit have enough movement to reach the unbreakable Pegasus, so they charge it.
(http://i626.photobucket.com/albums/tt342/jimmistender/A24.jpg)
Thinking about it now, I think we played this part wrong. When a crew flee from a charge the charger must hold at the war machine, which gets destroyed automatically in the following close combat phase. That means that the unit was in close combat, and thus couldn't move with the Incantation of Urgency... Please correct me if I am wrong
The priest in the horseman unit casts Incantation of Smithing on the Skeleton archers. They shoot at the Men-at-Arms, killing a single peasant.
Then the Hierophant casts Incantation of Urgency on his own unit, getting a power level of 3 with two dice. I use my last Dispel Dice, and rolls a 2! I fail my most important dice roll of the match, and the Tomb Guards charges into the flank of my Grail Knights (Nooooo!)
(http://i626.photobucket.com/albums/tt342/jimmistender/A25.jpg)
Only thing happening in the shooting phase is the Skeleton archers killing another Man-at-Arms.
The Pegasus loses its last wound from the Chariots impact hits, so they overruns into my archers who decided to flee. That proved to be a good decision, because the Chariots roll 13" for their overrun, which brought 2 of the chariots inside the woods! The skirmishers fled 7" into relative safety.
(http://i626.photobucket.com/albums/tt342/jimmistender/A27.jpg)
The Tomb King have a car accident
The chariots lose 4 wound while wandering the woods, meaning 2 chariots gone!
Close Combat:
The Tomb Prince managed to kill a Grail Knight on his own, but the rest of his unit, including the Hierophant, misses all their attacks. A single Grail Knight could strike back, and he killed the wounded Hierophant.
The wounded Carrion scores a single wound, which is saved by the Grail Knights armor. The Knight fails to kill the bird (this proved to be fatal).
The Grail Knights lose to combat by 8 (1 Kill and banner Vs. 1 Kill, 3 ranks, higher Unit Strength, higher ground, banner, war banner, flank and rear charge).
The Grail Knights fail both Break Tests and flees 11". The Tomb Guards pursue 5", and the Carrion 13" ... the last remaining, wounded, Carrion manages to kill 5 Grail Knights. This bat have certainly deserved a sip or three from the holy grail.
(http://i626.photobucket.com/albums/tt342/jimmistender/A29.jpg)
The base near the KotR used to be a Tomb Scorpion. The base have somehow managed to find its way back to the battlefield, typically undead. Oh, by the way... the base near the house with a dice upon it is a Grail Knight slaying Carrion Bird!
Bretonnia:
Oh dear...
Now I really wish I we had remembered the close combat phase back in Tomb Kings turn 3! That would have saved my Grail Knights, for sure! :-({|=
The Knights of the Realm passes their Fear test and charges into the rear of the Tomb Guard unit.
(http://i626.photobucket.com/albums/tt342/jimmistender/A30.jpg)
Yipee!
The Pegasus Knights fails to rally and fly of the table edge.
The Damsel and the skirmishers also fail to rally, so they flee 6" the exact same way they came from! #-o
(http://i626.photobucket.com/albums/tt342/jimmistender/A31.jpg)
Thanks to the chariots trip into the woods, the fleeing Damsel and skirmishers survive the 6" flee towards the nearest table edge
The Men-at-arms makes another run straight for the Skeleton archers. Getting close.
My only spell caster was currently fleeing, so I skipped the magic phase.
The Bowmen on my right flank fires 10 shots at the Grail Knight eating Carrion, brining the mighty beast down.
The Knights of the Realm only kills 2 Tomb Guards on the charge, but the Tomb Guard fails to bring any wounds back. The Knights win the combat by 7 (2 kills, 2 ranks, 2 points for rear charge, higher ground, banner, BSB, war banner Vs Unit strength, banner and war banner).
(http://i626.photobucket.com/albums/tt342/jimmistender/Round5.jpg)
Tomb Kings:
4 Skeleton archers crumble thanks to the dead Hierophant. Everything else is unharmed.
The Chariots reforms, and faces towards the fleeing skirmishers. Seemingly not interested in any more wood trips, they place themselves in a position that avoids the wood, should they chose to charge the Skirmishers.
(http://i626.photobucket.com/albums/tt342/jimmistender/A32.jpg)
uh-oh
The Bone Giant moves towards the Men-at-Arms, stopping 1" away from their right flank. Not a good thing when your unit have an LD value of 5!
(http://i626.photobucket.com/albums/tt342/jimmistender/A33.jpg)
Where did the sun go?
The Light Horsemen approaches the flank of the Knights of the Realm.
Magic:
The Tomb Prince attempts to cast Incantation of Smithing on his own unit, but with only a power level of 1, I simply remove a single Dispel Dice.
The Tomb King casts Incantation of Urgency on his own unit, and charges the Skirmishers. The skirmishers are swiftly run down, and by an evil trick of fate, the only Man-at-Arms in the rearmost rank is exactly 16" away from the charging Chariot unit.
The Chariot declares charge on the Men-at-Arms, which choose to flee. They ran 7", reaching the foot of the hill next to the Skeleton archers.
Then King then casts Incantation of Urgency on the Bone Giant, hoping it could reach the Men-at-Arms. But again he rolls a 1, so I just remove my last Dispel Dice.
The priest in the Light Horsemen unit throws Incantation of Urgency on his own unit, and without possibility of stopping it, they charges into the flank of the Knights of the Realm.
(http://i626.photobucket.com/albums/tt342/jimmistender/A34.jpg)
The Skeleton archers kills their 3rd Man-at-arm in the shooting phase.
Close Combat:
The Priest and horsemen fails to cause any wounds. The KotR then kills a single horseman and 2 Tomb Guards. A single Tomb Guard manages to kill a Killing Blow through, but luckily I roll a 6 for my Ward Save.
The Knights of the Realm win the combat by 10! Meaning that the priest and the horsemen are pulverized, and only the Tomb Prince and the Tomb Guard Champion remains in the Tomb Guard unit!
(http://i626.photobucket.com/albums/tt342/jimmistender/A35.jpg)
Is this classified as a knightmare or a severe case of back pain? Bwahahaha...haha...ha... #-o
Bretonnia:
Men-at-arms fail to rally, and ran 11" north towards the table edge.
(http://i626.photobucket.com/albums/tt342/jimmistender/A36.jpg)
The Peasant Bowmen abandon their stakes, and makes an 8" swing, hoping to shoot at something in the next turn.
(http://i626.photobucket.com/albums/tt342/jimmistender/A38.jpg)
All my spell casters were gone, and the Bowmen had march moved, so I went on to the Close Combat phase.
The Tomb Guard Champion goes into a challenge with the Bretonnian Gallant. Both fail to cause any wounds on each other.
The only thing happening in the close combat phase is a horse taking a wound of the Tomb Priest. Both the Priest and Champion dies due to combat resolution.
(He forgot to use his Vambraces of the Sun)
(http://i626.photobucket.com/albums/tt342/jimmistender/Kidnappedbyninjas.jpg)
I tried to find a hot girl willing to wield a "Round 6" sign, but all I found was this guy
Tomb Kings:
The last turn starts with my opponent rolling double 6 for the archers crumble test, but the Tomb King was close, so only 2 Skeleton archers are removed.
The Bone Giant stomps into the south-west table quarter, claiming it for his own.
Chariots moves into the north-east table quarter, contesting it against the Knights of the Realm.
(http://i626.photobucket.com/albums/tt342/jimmistender/A41.jpg)
Magic:
The Tomb King casts Incantation of Urgency on himself and charges the Knights of the Realm. I fail my Fear test, but have higher Unit Strength so they run nowhere.
(http://i626.photobucket.com/albums/tt342/jimmistender/A42.jpg)
We then moved straight to close combat;
1 Knight died from the impact hits.
The Tomb King was insane in close combat, he took down 3 Knights on his own! That +1 to hit from the Icon of the Sacred Eye really helped him out. The remaining crew/steeds failed to cause any wounds.
I lost the combat by 3, and failed the first Break Test, but I thankfully passes my reroll!
Bretonnia:
The Men-at-Arms rolls snake eyes, stopping in the last moment to capture the north-westeren table quarter! The Skeleton archer could not contest it, being only 3 models left.
The Bowmen on my right flank is to far away to hit anything. So we moved on to close combat.
The Tomb King took down another knight. I make a single wound back on a chariot, so I lose the combat by 1. (1 wound, banner, BSB, War Banner Vs. 1 kill, flank charge, banner, higher ground and Unit Strength)
I pass my Break Test and the game ends.
Time to calculate Victory Points.
Bretonnia:
The only thing I did not harm was the Tomb King himself.
I get half point for the Bone Giant, Skeleton archers and for the Chariots. Everything else is gone.
That totals to 1651 Points. I also captured 2 banners (Skeleton Warriors and Tomb Guards), and captured 2 table quarters.
That means I end up with 2051 Victory Points.
Tomb Kings:
The only units not giving any points are my Men-at-Arms and Peasant Bowmen. My opponent scores half points for my Knights of the Realm.
That totals to 1729 points. He captured 2 banners (Pegasus Knights and Grail Knights), captured a single table quarter and killed my general.
That gives my opponent a total of 2129
A difference of 78 points in favor of the Tomb Kings: Draw
Some afterthoughts:
This was quite a fun match. Two things that really screams out at me was my failure to place my Prophetess somewhere safe during deployment. T3 and no armor is just asking for it! Second, I really wish I had remembered the Close Combat phase in turn 3. My Grail Knights would have killed the last Carrion with ease and be free to move in my next turn. Instead they got flank charged and eaten by the Carrion.
My opponent kept apologizing for his short laugh bursts and constant smiling. But I can only blame myself. Forgetting an entire phase is unforgivable. Lesson learned.
If I should point out some mistakes on my opponents behalf, then the first thing I think of was his failure to commit his Bone Giant. He did nothing during the entire game. Maybe is is one of the curses of playing with stand-in, the Giant would probably receive more attention, had the model really been there.
The Tomb Scorpion also went a little to far ahead, allowing my Knights of the Realm to charge it instead if the block of Skeleton Warriors. But that might be a mistake on his helpers behalf.
I had some lousy luck when it came to magic and trying to rally my fleeing troops. I made a magic heavy list, and all I got through was a Hunters spear on the Giant that failed to wound, Uranons Thunder Bolt with Irresistible force on the Giant, again failing to wound and a miscast that allowed the Tomb Guard unit to charge my Pegasus Knights.
With a magic based list, and with the amount of mistakes and bad luck, I am lucky to end this battle in a Draw...
Big thanks to my opponent for this game.
I hope you enjoyed reading my battle report!
Cheers!
Link til original tråd: http://warhammer.org.uk/phpBB/viewtopic.php?f=12&t=71648