Post by Deleted on Jan 29, 2018 18:45:36 GMT
My list:
His list (from memory):
Arch lector on war altar
Hurricanum
Luminark
40 spearmen with 20 handgunner detachment
lvl1 life wizard
steam tank
16 IC knights with great weapons
60(!) flagellants
I rolled Skitterleap, Dreaded Thirteenth, Cloud of Corruption and Skorch for my grey seer. Also I had 3 warpstone tokens
Engineer had warp lightning
His wizard had awakening of the wood
Deployment:
He deployed his knights, flagellants, and buffwagons all together (it was fearsome looking) on my left flank, with the stank, spears, and handgunners deployed in my center/right flank.
I deployed heavily to the right as the building in the center combined with wood placement made things interesting. I placed the plague monks, one cannon, the hellpit, the doomwheel and two rat darts on the left flank, everything else went to the right side.
He finished deploying first and won the roll off to go first.
TURN 1:
Knights and wagons advanced towards my leftmost slaves, the flagellants advanced towards my hellpit and plaguemonks. Steamtank tried to generate 5 points, but ended up venting a single steampoint and wounding himself in the process - it then advanced towards the stormvermin. spears remained stationary.
luminark killed 5 slaves with it's cannon thingy. I dispelled the ward save from the war altar.
He tried to kill a poison wind mortar with the cannon on his stank. I made my ward save.
I sound the general advance. The Doomwheel moved 6" - the hellpit moved 12". I then proceed to move up my chaff and begin to gum up his army.
I rolled a 7 for my magic - he ended up with 7 as well due to his luminark/hurricanum (one gives him power, the other one gives him dispel, I forget which is which). I tried to scorch his flagellants but he dispelled it. I skitterleaped the warlock with the death globe in front of the knights. I then managed to get off warp lightning but all I did was wound myself as I rolled a 1 for the # of hits.
Shooting saw a bunch of things happen:
I focused on his knights with everything I had. His wagons were behind the knights so it made for some easy pickings for my cannons.
I killed his arch lector, brought the war altar down to 1 wound, put 3 wounds on the luminark and killed 7 knights. This from: the deathglobe (misfired and ended up placing it on myself), 2 poison wind mortars, and 2 cannons.
TURN 2: Charges and general retribution
He charged the warlock in front of the knights - he gave them the terror banner so my warlock failed his terror and ran! (ld5 so no surprise) he redirected into the rat dart who passed their terror with the general close by.
Steam tank generates 5 points and advanced toward my rightmost unit of slaves. Ends up around 4" away from them...
Everything else advanced forward. He kept the buffwagons behind the knights and moved his flagellants towards the growing threat on my right flank (hellpit, doomwheel, plaguemonks)
I must apologize here as it seems like I didn't take very many pictures of the rest of the game!
knights kill the rat darts and advance into the slaves behind them.
TURN 3: - some spells have been cast, (not by me: I threw 3 dice at scorch needing to show a 6 and rolled a 2, a 2, and a 1; the warlock was in combat so couldn't cast) some combat has been fought, some guns have been fired and we have this...
Stormvermin took advantage of his timidity with the spears and aggressiveness of the buffwagons to charge and kill the war altar. They then overran into the luminark.
I took full advantage of being able to fire into combat with slaves to kill some more knights with my cannon and mortars. The other cannon began harassing the flagellants.
Steamtank has been effectively taken out of the game thanks to the slaves: he did manage to steam them pretty good so they're not quite as tarpitty but it would prove to be enough.
Also my first unit of gutter runners turn up and move into a position to put some shots into the hurricanum
TURN 4:
I should point out that he's successfully managed to get off the bolt thrower spell from the luminark twice onto one of my cannons but both times failed to wound.
And then this happened:
Stormvermin couldn't kill the luminark (they put 4 wounds on it but he saved 3 of them) but they successfully drove it off. They successfully restrained and reformed to face the flagellants who have been chaffed the whole game. After 2 cannons, and 2 mortars there were roughly 35 flagellants left in the unit. After a frontal charge by the hellpit (who whiffed big time) and a flank charge by the stormvermin (who killed 15 in the first round of combat by themselves) there were barely any flagellants left.
After a dreaded thirteenth killed 10 handgunners (passed panic) the gutter runners manage to panic the handgunners in the shooting phase. Also two mortars and a doomrocket later there's roughly 25 spears left - who panic and have begun to run.
TURN 5:
I got off a cloud of corruption with the grey seer: I killed a poison wind mortar, some slaves and 3 KNIGHTS!
He finally broke the unit of slaves with his knights. The unit of slaves next to them panic and run! (ld10 rerollable slaves panic)
He manages to get off the bolt thrower spell from the luminark - and rolls a 1 to wound...
Here's what the battleline looks like right at the end of the game:
His list (from memory):
Arch lector on war altar
Hurricanum
Luminark
40 spearmen with 20 handgunner detachment
lvl1 life wizard
steam tank
16 IC knights with great weapons
60(!) flagellants
I rolled Skitterleap, Dreaded Thirteenth, Cloud of Corruption and Skorch for my grey seer. Also I had 3 warpstone tokens
Engineer had warp lightning
His wizard had awakening of the wood
Deployment:
He deployed his knights, flagellants, and buffwagons all together (it was fearsome looking) on my left flank, with the stank, spears, and handgunners deployed in my center/right flank.
I deployed heavily to the right as the building in the center combined with wood placement made things interesting. I placed the plague monks, one cannon, the hellpit, the doomwheel and two rat darts on the left flank, everything else went to the right side.
He finished deploying first and won the roll off to go first.
TURN 1:
Knights and wagons advanced towards my leftmost slaves, the flagellants advanced towards my hellpit and plaguemonks. Steamtank tried to generate 5 points, but ended up venting a single steampoint and wounding himself in the process - it then advanced towards the stormvermin. spears remained stationary.
luminark killed 5 slaves with it's cannon thingy. I dispelled the ward save from the war altar.
He tried to kill a poison wind mortar with the cannon on his stank. I made my ward save.
I sound the general advance. The Doomwheel moved 6" - the hellpit moved 12". I then proceed to move up my chaff and begin to gum up his army.
I rolled a 7 for my magic - he ended up with 7 as well due to his luminark/hurricanum (one gives him power, the other one gives him dispel, I forget which is which). I tried to scorch his flagellants but he dispelled it. I skitterleaped the warlock with the death globe in front of the knights. I then managed to get off warp lightning but all I did was wound myself as I rolled a 1 for the # of hits.
Shooting saw a bunch of things happen:
I focused on his knights with everything I had. His wagons were behind the knights so it made for some easy pickings for my cannons.
I killed his arch lector, brought the war altar down to 1 wound, put 3 wounds on the luminark and killed 7 knights. This from: the deathglobe (misfired and ended up placing it on myself), 2 poison wind mortars, and 2 cannons.
TURN 2: Charges and general retribution
He charged the warlock in front of the knights - he gave them the terror banner so my warlock failed his terror and ran! (ld5 so no surprise) he redirected into the rat dart who passed their terror with the general close by.
Steam tank generates 5 points and advanced toward my rightmost unit of slaves. Ends up around 4" away from them...
Everything else advanced forward. He kept the buffwagons behind the knights and moved his flagellants towards the growing threat on my right flank (hellpit, doomwheel, plaguemonks)
I must apologize here as it seems like I didn't take very many pictures of the rest of the game!
knights kill the rat darts and advance into the slaves behind them.
TURN 3: - some spells have been cast, (not by me: I threw 3 dice at scorch needing to show a 6 and rolled a 2, a 2, and a 1; the warlock was in combat so couldn't cast) some combat has been fought, some guns have been fired and we have this...
Stormvermin took advantage of his timidity with the spears and aggressiveness of the buffwagons to charge and kill the war altar. They then overran into the luminark.
I took full advantage of being able to fire into combat with slaves to kill some more knights with my cannon and mortars. The other cannon began harassing the flagellants.
Steamtank has been effectively taken out of the game thanks to the slaves: he did manage to steam them pretty good so they're not quite as tarpitty but it would prove to be enough.
Also my first unit of gutter runners turn up and move into a position to put some shots into the hurricanum
TURN 4:
I should point out that he's successfully managed to get off the bolt thrower spell from the luminark twice onto one of my cannons but both times failed to wound.
And then this happened:
Stormvermin couldn't kill the luminark (they put 4 wounds on it but he saved 3 of them) but they successfully drove it off. They successfully restrained and reformed to face the flagellants who have been chaffed the whole game. After 2 cannons, and 2 mortars there were roughly 35 flagellants left in the unit. After a frontal charge by the hellpit (who whiffed big time) and a flank charge by the stormvermin (who killed 15 in the first round of combat by themselves) there were barely any flagellants left.
After a dreaded thirteenth killed 10 handgunners (passed panic) the gutter runners manage to panic the handgunners in the shooting phase. Also two mortars and a doomrocket later there's roughly 25 spears left - who panic and have begun to run.
TURN 5:
I got off a cloud of corruption with the grey seer: I killed a poison wind mortar, some slaves and 3 KNIGHTS!
He finally broke the unit of slaves with his knights. The unit of slaves next to them panic and run! (ld10 rerollable slaves panic)
He manages to get off the bolt thrower spell from the luminark - and rolls a 1 to wound...
Here's what the battleline looks like right at the end of the game: