2k WoC vs. Empire; Knocking the dust off...
Aug 11, 2019 15:27:00 GMT
grandmasterwang, askaval30, and 7 more like this
Post by copperpotmd on Aug 11, 2019 15:27:00 GMT
askaval30 and I had the opportunity to link up yesterday for a game at 2,000 points, his WoC, My Empire, which turned out to be a great time. It was a friendly game, so neither of us brought anything too crazy (DP, STank), and it's full of plenty of warhammer "wtf's", so I hope you enjoy. ***take my unpainted army with a grain of salt...i'm working on it
Askaval's Cohort:
Exalted Hero
- BSB; Mark of Tzeentch; Hand Weapon; Chaos Armor; Eye of the Gods; Enchanted Shield; Daemonic Mount
Chaos Sorcerer lvl 2 (Nurgle) General
- Chaos Armor; Eye of the Gods; Ironcurse Icon;
Chaos Sorcerer lvl 2 (Slaanesh)
- Chaos Armor; Eye of the Gods; Hideous Visage
Chaos Warhounds x 5
Chaos Warhounds x 5
Chaos Marauders x 25
- HWS; Slaanesh; FC
Chaos Warriors x 20
- HWS; Nurgle; FC
Chaos Knights x 5
- Khorne; Ensorcelled Weapons
Chaos Giant
Hellstriders of Slaanesh x 8
Chaos Trolls x 6
Copperpot's Forces:
General of the Empire
- Mounted; Full Plate; Enchanted Shield; Runefang
Wizard (Lore of Metal) lvl 4
- Dispel Scroll; ToPr
Captain
- BSB; Full Plate and Shield; Razor Standard
Master Engineer
Archers x 10
Swordsmen x 40
- Halberds x 20; Archers x 5; Standard
IC Knights x 14
- Musician; Standard; Lances
Hellblaster Volley Gun
Cannon
Demigryph Knights x 3
- Lance; Musician
We played a standard Battle Line to freshen up, and rolled a ton of terrain. The table ended looking like we were back in the sticks somewhere, taking part in a forgettable, no-name skirmish that the average man (or beast) would not know of.
***For spells I had:
Plague of rust, Enchanted blades of Aiban, Transmutation of lead, and Final Transmutation
Askaval rolled the following:
Slicing Shards, Acquiescence, Curse of the leper and fleshly abundance
Here is deployment, and a good look at the board. The tower is a Tower of Blood, and the wall is a Blessed Bulwark. Everything else is a MF except for the quicksand (north) and Mist-wreathed swamp (south).
There was word passed down of some sort of disturbance in the eastern wood that the Elector wanted checked out…Not the type of sortie General Goetz often received, normally battling against the vile Rat Men (nasty things), but it will be a nice change of pace. Maybe Beastmen, or some pirates that came up the river a bit too far. There is a tower located there known to attract the attention of warped minds, and having those types around just isn’t good for the average Joe. He looked around at his forces, confident in their ability to engage whatever might be lurking out here. As they marched onward, they could see the tower slowly starting to peek up over the trees…a cold, ominous light, red like blood, emanating from it. Suddenly, his men began to bellow that the enemy has been sighted, and as he crossed out of the tree line himself, he saw who his foe would be. “Should have brought a Priest”, he muttered to himself, before riding up and down his line to get his formations set. The Rotten chaos forces near the tower were silent, but ready for combat. They seemed to have been waiting, already formed up, their cold, dead eyes staring onward, waiting for the command to eviscerate these “Protectors of Man” that stood opposite of them. General Goetz knew this would be just some backwoods brawl, the type of battle no one sings of, but might be just as crucial as any scene painted on the walls of the temple. The Chaos forces took their first steps…
Askaval Turn 1
Movement:
The Warhounds had used their vanguard on the flanks, getting a slight leg up. When they continued into the woods on the first turn, both turned out to be Venom thickets, and both units took a casualty moving into them.
The rest of his units all advanced straight forward, needing to get into combat as soon as possible.
Magic:
The Sorcerer of Slaanesh (Marauder Block) casts Acquiescence onto my HBVG, with Irresistible Force. The feedback from the winds of magic had him roll for each spellcaster, and his General (the Sorcerer of Nurgle) in the warrior block, took a wound.
Next up was Curse of the Leper cast onto his warrior block….which ALSO went off with IR, bumping their toughness up. The same roll on the miscast table saw his General take another wound…taking him out of the game.
Shooting:
None
Combat:
None
General Goetz could hear the commotion on either side of his battle line…they were moving up the flanks! He had faith that his men out there were trained to handle it, but the sounds of hounds and hooves still sent shivers through his spine. As he looked across the advancing enemy’s line, he locked his eyes on a pair of sorcerers. He has seen sorcerers like this do their work before, and knew that he had to brace his men. “They are using magic on us, prepare yourselves!”, he shouted, but he saw nothing come of it. Then, like a storm out of the blue, lighting seemed to sprout out of nowhere and cast a pair of bolts onto one of the sorcerers, leaving him as a bubbling pile of filth. Looks like the winds are on our side today, he thought, as he began barking orders to his men.
Copperpot Turn 1:
Movement:
Only slight adjustments were made to the battle line, in an attempt to properly face the enemy and give the guns time to do their dirt. Regrettably, the HBVG had to move forward 5 inches thanks to the Hex placed on them, but hopefully they can get right for the next turn and start lighting things up. The Demi’s on the right flank alter their position only slightly, in preparation of the blood knights. The Cannon focuses on the Giant.
Magic:
Magic was a game changer for me, in a positive way. My lvl 4 cast enchanted blades onto the archers to help with the hounds on the flank, getting it off. Then He cast plague of rust onto the warriors, which gets dispelled, and manages to 4 dice the enhanced version of Final transmutation onto the warriors. That Drops 8 of them, causing them to take a Panic test, which they pass.
Shooting:
The archers on the left take their magic enhanced shots at the hounds, and fell two of the beasts. The cannon roars, and hit’s the Giant square in the gut, putting a hole in him worth 6 wounds and taking him out of the game. Not a bad start.
Combat:
None
It’s the slightest of movements that can make or break your line…ensuring that your boys are squared up and ready for whatever comes their way and not taken by surprise. As General Goetz finishes his fine tuning, he hears his Wizard’s voice steadily pick up over the sound of the field…then he sees a sheen, like transparent metal, is placed on the weapons of the archers to the left, and then a loud twang of metal dropping onto stone rings his ears. “Sigmar bless us…” he mutters, as he watches a handful of Rotten Warriors turn to Gold and crash to the ground. The power wielded on this field today is unquestionable, let’s pray it stays on our side…
Askaval Turn 2:
Movement:
The Flanks continue to tighten, and the Chaos infantry move further up the center. The warhounds on the right charge the cannon, receiving a wound from the thicket. On the right flanks, the “who is going to try to charge” dance is starting to take shape between the Chaos Knights and the Demi’s.
Magic:
The remaining wizard attempts Acquiescence on the IC Knights, but I dispel it. He manages to cast slicing shards, and gets 3 wounds, which the knights are able to save, thanks to their armor.
Shooting:
None
Combat:
The Warhounds on the right flanks take out two of the cannon crew, losing two themselves. The crew passes their break test, and are able to hold.
Copperpot Turn 2:
Movement:
The IC knights pull off a charge onto the marauders, my general included. Some more minor adjustments to my main blocks are made, and I am trying to set up the archer det in a way that will hold up against a Warrior charge (unlikely, I know lol). The Demi’s adjust a little, waiting for their chance to charge without going through the woods and having to roll for terrain. The HBVG is back in it, and focuses onto the Warriors.
Magic:
I cast enchanted blades onto the archers again, and get plague of rust onto the Warriors. Final transmutation goes off again! This time dropping 4 Warriors. The Dice Gods favor me this day.
Shooting:
The archers continue taking advantage of their magical weapons from the Wiz, and drop two Hellstriders. The HBVG has some great rolls, and with the help of the Engineer, finishes off the Warriors. I breathe a sigh of relief.
Combat:
The Cannon gets wiped out, but the knights take out 6 marauders…I should say their horses do, because this round of combat the horses were far more lethal than the Knights were.
Goetz couldn’t believe what he was seeing…it isn’t often you see a Wizard damn near wipe out an entire unit of the enemy…those that were left stepping over the toppled, golden statues of their comrades torn apart by a tremendous roar from the Hellblaster. This is why men become addicted to battle he thought, as a cascade of shouts from his men pick up in celebration. The General knew he couldn’t stay in this moment for long, and dared a glance over his shoulder. He saw the Demigryph knights preparing to engage on the flank, and the cannon between them getting ripped apart by dogs. It was time…Goetz game the charge order to his knights, and joined them in tearing up turf towards the enemy before them. The all too familiar crash of steel and flesh, the crunch of hooves on bone, called his rage to the surface as he and his Knightly Guard turned the enemy to mush beneath them..
Askaval Turn 3:
Movement:
The trolls are on vacation, and stumble forward after failing their stupidity test. With no general around, there is nothing to be done. The Hellhound that just destroyed the cannon charges into the HBVG. The left flank see’s action, with the Warhounds and the Hellstriders engaging the archers. His Exalted Hero BSB attempts to charge the Archer Det, but doesn’t quite make it. Askaval surprises me, and charges his Knights through the woods, taking no wounds, and hits my demi’s. No glory without risk, I suppose.
Magic:
He casts Acquiescence onto my Knights, and grants them always strikes last for the combat phase.
Shooting:
None
Combat:
On the left, the Hellstriders slay two archers, and the archers take down a hound. The Archers fail their break test and flee! The Hellstriders pursue, and both move off of the board. On the Right, The Chaos Knights deal 1 wound, and receive not, winning combat. The Demi’s roll high, and decide they better get out of there. They are caught and destroyed, but the Chaos Knights flee off of the board as well. The HBVG lays the smackdown on the hounds, and wipes them out. Finally, The IC knights take out 5 marauders, and good old General Goetz slays the enemy sorcerer in a challenge. The Marauders break, and the Knights pursue, eliminating them from the game.
Engaged with the enemy, Goetz could feel a force weigh him down, like his armor and weapon weigh 3 times as much as normal. It had to be that damn sorcerer! Nonetheless, he could see his Knights slashing the foe, hacking them into shorter versions of themselves. Scanning across the press of bodies, General Goetz sees him, her, it, whatever…”SORCERER!” he cries, and they churn towards each other. For all the hype, the duel was a short one. The enemy wizard didn’t even land a blow, or did he? If so, Goetz didn’t feel a thing. Even with the sinister weight placed on him, Goetz was able to press his sword through the enemy, who crumbled to the ground like a cow put to slaughter. With this, the enemy broke, trying their hardest to escape the 4 legged warriors that took their glory from them. “RIDE THEM DOWN!” Goetz screamed, and like a steel avalanche, they chased them, leaving them as nothing more than hoof printed fertilizer for the forest floor.
Copperpot Turn 3:
Movement:
After the Overrun, the Knights reform, and are then able to advance slightly due to their musician. The Archer det faces left to get that warhound in their sights.
Magic:
Low die magic phase, the wizard drop enchanted blades onto the Detachment of archers.
Shooting:
The archer det lights up the last hound, but must have had something blocking their view, because they all miss. The HBVG only gets 5 shots off at the BSB, but doesn’t manage to do any wounds.
Combat:
None
Askaval Turn 4:
Movement:
“Uuuuuuuhhhhhhhhhghgh”, the trolls have no clue where they are, and continue to wander forwards. The remaining warhound gets up in the Halberdiers flank, but that’s it. The BSB charges my archer det in the flank, who decide to take it and not risk fleeing through their parent unit and spooking everyone.
Magic:
I can’t quite recall, but I believe I got enchanted blades off onto the swordsmen.
Shooting:
None
Combat:
The Archer det makes a valiant effort, but does zilch to the BSB. The BSB, on the other hand, takes 4 of them out. Break test fails, and they flee through the parent unit. Fortunately, the Swordsmen hold, and the BSB crashes into them during the pursuit.
After regaining control of the Knights, Goetz faced them back towards the main fight. To his dismay, he could see that the flanks had failed…BASTARDS, he thought, as he began to regain speed, his knights following, eyes set on the Mounted Standard in front of them.
“The archers’ screams will haunt me forever” – A retired Knight will tell in a dimly lit tavern, years from that Backwoods brawl. “It was no wonder the General gave the order he did…”
Copperpot Turn 4:
Movement:
The Halberdiers reformed to face the Hellstriders that were coming back onto the table. The HBVG changed its field of fire to the rear…And I gave the order to my Knights to charge across the Mist-Wreathed swamp in order to engage the enemy BSB, losing 3 Knights, and our beloved general, to whatever lurked in those waters. The time for high risk, high reward was nigh, and the swordsmen needed aid.
Magic:
I get plague of rust off on the BSB, and Enchanted blades onto my swordsmen.
Shooting:
The HBVG light up the chaos knights, but only drop one.
Combat:
The Exalted hero focuses everything he has onto my BSB, and manages to eliminate him…leaving the poor swordsmen to attempt to bring him down. This, unsurprisingly, does nothing…but thanks to the heroic charge from the Knights, we are able to take him out of the game. The swordsmen reform to face the rear, in preparation.
Goetz saw the way the enemy Hero decimated the archers, disrespectfully casting aside each body, methodically, as if he was crushing ants…it was time to act! He sounded the charge, and without hesitation the knights pressed through the swamp. There were always stories about creatures in the swamp, but Goetz never thought today would be the day he would meet one…the last thing he felt was the crushing of his cuirass, and the cold mud consuming him…he heard his men, focused on the task at hand, let out a ferocious cry that surely shook the foe, and the last thing he saw…was the churning of hooves kicking up that cold mud in front of him, disappearing into the mist as if they were part of an old song that sung of heroes..
Askaval turn 5:
Movement:
The trolls fail their stupidity again, and stumble forth. The last warhound and the Hellstriders charge the Halberds, and the Chaos knights charge the last archer from my det, who flees, and then make it into my swordsmen.
Magic:
None
Shooting:
None
Combat:
The Hellstriders and the hound take out 8 halberdiers, while the halberdiers kill two hellstriders. They are able to pass their breaktest and stay, due to their parent unit passing down steadfast. I don’t recall how many swordsmen are wrecked by the Chaos Knights, but in turn they only lose one of their own. The swordsmen roll well, and stick in combat.
Copperpot turn 5:
Movement:
The Knights charge the trolls, taking no wounds from the woods, but lose another brother to the beast in the swamp.
Magic:
Enchanted blades onto the swordsmen, and Plague of rust onto the Chaos Knights.
Shooting:
None
Combat:
My knights beat the Trolls in combat with only two wounds caused. They have no chance of sticking around, flee, and are caught and destroyed. My halberdiers take a beating, but manage to wipe out the Hellstriders. They don’t hold this time, and flee through their parent unit (away from the remaining hound). The Chaos knights continue to deal out wounds left and right, but they lose another one of their own, and my swordsmen manage to stay.
End Game:
“People wont sing about what happened there that day…but those that were there still tell stories about the bravery displayed on that field. THE enemy was there, but mere mortals were able to push them back, and allow Man to live peacefully for a short time longer. That’s what it’s about, eh? Getting out there against hell’s own, so you and yours can live ignorantly a day further? Aye, I’m proud to have been there. And I’m proud to say I was there with Goetz, and the Hochland Border Forces.”
- Unknown Swordsman, the battle of the backwood
I had a GREAT time playing this game with Askaval. I loved how he set up his flanks, and was wondering the whole time what I was going to do about it. I’m not gonna lie, I felt overly confident at the end of turn two, that is, until he started making base contact. The dice gods were definitely on my side for this battle, and I look forward to linking up again. We didn’t add up points at the end or anything, but called this game a draw. ***Askaval, your army looked great! Can’t wait to start bringing more painted models to liven up the table even more!
Hope y’all enjoyed! Keep 8th alive!
saniles flammablehero
Askaval's Cohort:
Exalted Hero
- BSB; Mark of Tzeentch; Hand Weapon; Chaos Armor; Eye of the Gods; Enchanted Shield; Daemonic Mount
Chaos Sorcerer lvl 2 (Nurgle) General
- Chaos Armor; Eye of the Gods; Ironcurse Icon;
Chaos Sorcerer lvl 2 (Slaanesh)
- Chaos Armor; Eye of the Gods; Hideous Visage
Chaos Warhounds x 5
Chaos Warhounds x 5
Chaos Marauders x 25
- HWS; Slaanesh; FC
Chaos Warriors x 20
- HWS; Nurgle; FC
Chaos Knights x 5
- Khorne; Ensorcelled Weapons
Chaos Giant
Hellstriders of Slaanesh x 8
Chaos Trolls x 6
Copperpot's Forces:
General of the Empire
- Mounted; Full Plate; Enchanted Shield; Runefang
Wizard (Lore of Metal) lvl 4
- Dispel Scroll; ToPr
Captain
- BSB; Full Plate and Shield; Razor Standard
Master Engineer
Archers x 10
Swordsmen x 40
- Halberds x 20; Archers x 5; Standard
IC Knights x 14
- Musician; Standard; Lances
Hellblaster Volley Gun
Cannon
Demigryph Knights x 3
- Lance; Musician
We played a standard Battle Line to freshen up, and rolled a ton of terrain. The table ended looking like we were back in the sticks somewhere, taking part in a forgettable, no-name skirmish that the average man (or beast) would not know of.
***For spells I had:
Plague of rust, Enchanted blades of Aiban, Transmutation of lead, and Final Transmutation
Askaval rolled the following:
Slicing Shards, Acquiescence, Curse of the leper and fleshly abundance
Here is deployment, and a good look at the board. The tower is a Tower of Blood, and the wall is a Blessed Bulwark. Everything else is a MF except for the quicksand (north) and Mist-wreathed swamp (south).
There was word passed down of some sort of disturbance in the eastern wood that the Elector wanted checked out…Not the type of sortie General Goetz often received, normally battling against the vile Rat Men (nasty things), but it will be a nice change of pace. Maybe Beastmen, or some pirates that came up the river a bit too far. There is a tower located there known to attract the attention of warped minds, and having those types around just isn’t good for the average Joe. He looked around at his forces, confident in their ability to engage whatever might be lurking out here. As they marched onward, they could see the tower slowly starting to peek up over the trees…a cold, ominous light, red like blood, emanating from it. Suddenly, his men began to bellow that the enemy has been sighted, and as he crossed out of the tree line himself, he saw who his foe would be. “Should have brought a Priest”, he muttered to himself, before riding up and down his line to get his formations set. The Rotten chaos forces near the tower were silent, but ready for combat. They seemed to have been waiting, already formed up, their cold, dead eyes staring onward, waiting for the command to eviscerate these “Protectors of Man” that stood opposite of them. General Goetz knew this would be just some backwoods brawl, the type of battle no one sings of, but might be just as crucial as any scene painted on the walls of the temple. The Chaos forces took their first steps…
Askaval Turn 1
Movement:
The Warhounds had used their vanguard on the flanks, getting a slight leg up. When they continued into the woods on the first turn, both turned out to be Venom thickets, and both units took a casualty moving into them.
The rest of his units all advanced straight forward, needing to get into combat as soon as possible.
Magic:
The Sorcerer of Slaanesh (Marauder Block) casts Acquiescence onto my HBVG, with Irresistible Force. The feedback from the winds of magic had him roll for each spellcaster, and his General (the Sorcerer of Nurgle) in the warrior block, took a wound.
Next up was Curse of the Leper cast onto his warrior block….which ALSO went off with IR, bumping their toughness up. The same roll on the miscast table saw his General take another wound…taking him out of the game.
Shooting:
None
Combat:
None
General Goetz could hear the commotion on either side of his battle line…they were moving up the flanks! He had faith that his men out there were trained to handle it, but the sounds of hounds and hooves still sent shivers through his spine. As he looked across the advancing enemy’s line, he locked his eyes on a pair of sorcerers. He has seen sorcerers like this do their work before, and knew that he had to brace his men. “They are using magic on us, prepare yourselves!”, he shouted, but he saw nothing come of it. Then, like a storm out of the blue, lighting seemed to sprout out of nowhere and cast a pair of bolts onto one of the sorcerers, leaving him as a bubbling pile of filth. Looks like the winds are on our side today, he thought, as he began barking orders to his men.
Copperpot Turn 1:
Movement:
Only slight adjustments were made to the battle line, in an attempt to properly face the enemy and give the guns time to do their dirt. Regrettably, the HBVG had to move forward 5 inches thanks to the Hex placed on them, but hopefully they can get right for the next turn and start lighting things up. The Demi’s on the right flank alter their position only slightly, in preparation of the blood knights. The Cannon focuses on the Giant.
Magic:
Magic was a game changer for me, in a positive way. My lvl 4 cast enchanted blades onto the archers to help with the hounds on the flank, getting it off. Then He cast plague of rust onto the warriors, which gets dispelled, and manages to 4 dice the enhanced version of Final transmutation onto the warriors. That Drops 8 of them, causing them to take a Panic test, which they pass.
Shooting:
The archers on the left take their magic enhanced shots at the hounds, and fell two of the beasts. The cannon roars, and hit’s the Giant square in the gut, putting a hole in him worth 6 wounds and taking him out of the game. Not a bad start.
Combat:
None
It’s the slightest of movements that can make or break your line…ensuring that your boys are squared up and ready for whatever comes their way and not taken by surprise. As General Goetz finishes his fine tuning, he hears his Wizard’s voice steadily pick up over the sound of the field…then he sees a sheen, like transparent metal, is placed on the weapons of the archers to the left, and then a loud twang of metal dropping onto stone rings his ears. “Sigmar bless us…” he mutters, as he watches a handful of Rotten Warriors turn to Gold and crash to the ground. The power wielded on this field today is unquestionable, let’s pray it stays on our side…
Askaval Turn 2:
Movement:
The Flanks continue to tighten, and the Chaos infantry move further up the center. The warhounds on the right charge the cannon, receiving a wound from the thicket. On the right flanks, the “who is going to try to charge” dance is starting to take shape between the Chaos Knights and the Demi’s.
Magic:
The remaining wizard attempts Acquiescence on the IC Knights, but I dispel it. He manages to cast slicing shards, and gets 3 wounds, which the knights are able to save, thanks to their armor.
Shooting:
None
Combat:
The Warhounds on the right flanks take out two of the cannon crew, losing two themselves. The crew passes their break test, and are able to hold.
Copperpot Turn 2:
Movement:
The IC knights pull off a charge onto the marauders, my general included. Some more minor adjustments to my main blocks are made, and I am trying to set up the archer det in a way that will hold up against a Warrior charge (unlikely, I know lol). The Demi’s adjust a little, waiting for their chance to charge without going through the woods and having to roll for terrain. The HBVG is back in it, and focuses onto the Warriors.
Magic:
I cast enchanted blades onto the archers again, and get plague of rust onto the Warriors. Final transmutation goes off again! This time dropping 4 Warriors. The Dice Gods favor me this day.
Shooting:
The archers continue taking advantage of their magical weapons from the Wiz, and drop two Hellstriders. The HBVG has some great rolls, and with the help of the Engineer, finishes off the Warriors. I breathe a sigh of relief.
Combat:
The Cannon gets wiped out, but the knights take out 6 marauders…I should say their horses do, because this round of combat the horses were far more lethal than the Knights were.
Goetz couldn’t believe what he was seeing…it isn’t often you see a Wizard damn near wipe out an entire unit of the enemy…those that were left stepping over the toppled, golden statues of their comrades torn apart by a tremendous roar from the Hellblaster. This is why men become addicted to battle he thought, as a cascade of shouts from his men pick up in celebration. The General knew he couldn’t stay in this moment for long, and dared a glance over his shoulder. He saw the Demigryph knights preparing to engage on the flank, and the cannon between them getting ripped apart by dogs. It was time…Goetz game the charge order to his knights, and joined them in tearing up turf towards the enemy before them. The all too familiar crash of steel and flesh, the crunch of hooves on bone, called his rage to the surface as he and his Knightly Guard turned the enemy to mush beneath them..
Askaval Turn 3:
Movement:
The trolls are on vacation, and stumble forward after failing their stupidity test. With no general around, there is nothing to be done. The Hellhound that just destroyed the cannon charges into the HBVG. The left flank see’s action, with the Warhounds and the Hellstriders engaging the archers. His Exalted Hero BSB attempts to charge the Archer Det, but doesn’t quite make it. Askaval surprises me, and charges his Knights through the woods, taking no wounds, and hits my demi’s. No glory without risk, I suppose.
Magic:
He casts Acquiescence onto my Knights, and grants them always strikes last for the combat phase.
Shooting:
None
Combat:
On the left, the Hellstriders slay two archers, and the archers take down a hound. The Archers fail their break test and flee! The Hellstriders pursue, and both move off of the board. On the Right, The Chaos Knights deal 1 wound, and receive not, winning combat. The Demi’s roll high, and decide they better get out of there. They are caught and destroyed, but the Chaos Knights flee off of the board as well. The HBVG lays the smackdown on the hounds, and wipes them out. Finally, The IC knights take out 5 marauders, and good old General Goetz slays the enemy sorcerer in a challenge. The Marauders break, and the Knights pursue, eliminating them from the game.
Engaged with the enemy, Goetz could feel a force weigh him down, like his armor and weapon weigh 3 times as much as normal. It had to be that damn sorcerer! Nonetheless, he could see his Knights slashing the foe, hacking them into shorter versions of themselves. Scanning across the press of bodies, General Goetz sees him, her, it, whatever…”SORCERER!” he cries, and they churn towards each other. For all the hype, the duel was a short one. The enemy wizard didn’t even land a blow, or did he? If so, Goetz didn’t feel a thing. Even with the sinister weight placed on him, Goetz was able to press his sword through the enemy, who crumbled to the ground like a cow put to slaughter. With this, the enemy broke, trying their hardest to escape the 4 legged warriors that took their glory from them. “RIDE THEM DOWN!” Goetz screamed, and like a steel avalanche, they chased them, leaving them as nothing more than hoof printed fertilizer for the forest floor.
Copperpot Turn 3:
Movement:
After the Overrun, the Knights reform, and are then able to advance slightly due to their musician. The Archer det faces left to get that warhound in their sights.
Magic:
Low die magic phase, the wizard drop enchanted blades onto the Detachment of archers.
Shooting:
The archer det lights up the last hound, but must have had something blocking their view, because they all miss. The HBVG only gets 5 shots off at the BSB, but doesn’t manage to do any wounds.
Combat:
None
Askaval Turn 4:
Movement:
“Uuuuuuuhhhhhhhhhghgh”, the trolls have no clue where they are, and continue to wander forwards. The remaining warhound gets up in the Halberdiers flank, but that’s it. The BSB charges my archer det in the flank, who decide to take it and not risk fleeing through their parent unit and spooking everyone.
Magic:
I can’t quite recall, but I believe I got enchanted blades off onto the swordsmen.
Shooting:
None
Combat:
The Archer det makes a valiant effort, but does zilch to the BSB. The BSB, on the other hand, takes 4 of them out. Break test fails, and they flee through the parent unit. Fortunately, the Swordsmen hold, and the BSB crashes into them during the pursuit.
After regaining control of the Knights, Goetz faced them back towards the main fight. To his dismay, he could see that the flanks had failed…BASTARDS, he thought, as he began to regain speed, his knights following, eyes set on the Mounted Standard in front of them.
“The archers’ screams will haunt me forever” – A retired Knight will tell in a dimly lit tavern, years from that Backwoods brawl. “It was no wonder the General gave the order he did…”
Copperpot Turn 4:
Movement:
The Halberdiers reformed to face the Hellstriders that were coming back onto the table. The HBVG changed its field of fire to the rear…And I gave the order to my Knights to charge across the Mist-Wreathed swamp in order to engage the enemy BSB, losing 3 Knights, and our beloved general, to whatever lurked in those waters. The time for high risk, high reward was nigh, and the swordsmen needed aid.
Magic:
I get plague of rust off on the BSB, and Enchanted blades onto my swordsmen.
Shooting:
The HBVG light up the chaos knights, but only drop one.
Combat:
The Exalted hero focuses everything he has onto my BSB, and manages to eliminate him…leaving the poor swordsmen to attempt to bring him down. This, unsurprisingly, does nothing…but thanks to the heroic charge from the Knights, we are able to take him out of the game. The swordsmen reform to face the rear, in preparation.
Goetz saw the way the enemy Hero decimated the archers, disrespectfully casting aside each body, methodically, as if he was crushing ants…it was time to act! He sounded the charge, and without hesitation the knights pressed through the swamp. There were always stories about creatures in the swamp, but Goetz never thought today would be the day he would meet one…the last thing he felt was the crushing of his cuirass, and the cold mud consuming him…he heard his men, focused on the task at hand, let out a ferocious cry that surely shook the foe, and the last thing he saw…was the churning of hooves kicking up that cold mud in front of him, disappearing into the mist as if they were part of an old song that sung of heroes..
Askaval turn 5:
Movement:
The trolls fail their stupidity again, and stumble forth. The last warhound and the Hellstriders charge the Halberds, and the Chaos knights charge the last archer from my det, who flees, and then make it into my swordsmen.
Magic:
None
Shooting:
None
Combat:
The Hellstriders and the hound take out 8 halberdiers, while the halberdiers kill two hellstriders. They are able to pass their breaktest and stay, due to their parent unit passing down steadfast. I don’t recall how many swordsmen are wrecked by the Chaos Knights, but in turn they only lose one of their own. The swordsmen roll well, and stick in combat.
Copperpot turn 5:
Movement:
The Knights charge the trolls, taking no wounds from the woods, but lose another brother to the beast in the swamp.
Magic:
Enchanted blades onto the swordsmen, and Plague of rust onto the Chaos Knights.
Shooting:
None
Combat:
My knights beat the Trolls in combat with only two wounds caused. They have no chance of sticking around, flee, and are caught and destroyed. My halberdiers take a beating, but manage to wipe out the Hellstriders. They don’t hold this time, and flee through their parent unit (away from the remaining hound). The Chaos knights continue to deal out wounds left and right, but they lose another one of their own, and my swordsmen manage to stay.
End Game:
“People wont sing about what happened there that day…but those that were there still tell stories about the bravery displayed on that field. THE enemy was there, but mere mortals were able to push them back, and allow Man to live peacefully for a short time longer. That’s what it’s about, eh? Getting out there against hell’s own, so you and yours can live ignorantly a day further? Aye, I’m proud to have been there. And I’m proud to say I was there with Goetz, and the Hochland Border Forces.”
- Unknown Swordsman, the battle of the backwood
I had a GREAT time playing this game with Askaval. I loved how he set up his flanks, and was wondering the whole time what I was going to do about it. I’m not gonna lie, I felt overly confident at the end of turn two, that is, until he started making base contact. The dice gods were definitely on my side for this battle, and I look forward to linking up again. We didn’t add up points at the end or anything, but called this game a draw. ***Askaval, your army looked great! Can’t wait to start bringing more painted models to liven up the table even more!
Hope y’all enjoyed! Keep 8th alive!
saniles flammablehero