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Post by TheREALricksalamone on Jan 20, 2016 0:26:02 GMT
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Post by KevinC on Jan 20, 2016 1:10:08 GMT
Looking like a great game!
Who won? Give us some highlights...
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Post by TheREALricksalamone on Jan 20, 2016 15:13:39 GMT
In the end, Empire controlled 3 castle pieces while TK held 2. TK did, however, get a unit through the gate and off the courtyard edge for a Breakthrough Point. The game ended a tie and was. of course, very bloody. The TK ability to raise back dead skeletons using 2x level 4 casters (one was Lore of Light though), was hard for the Empire to overcome as they had zero casters for defense. Multiple early misfires made the Imperial cannon and mortar useless. Fear of a casket and 2 skull catapults dictated some of the imperial defense as well. TKs had 2 units of 30 archers who should have been able to blast the walls clean with their asp arrows. Instead, the archers charged with support from a courtyard wrecking Necrosphinx. The combined assault evened the fight that would have normally tipped heavily in favor of the defenders.
Outside the walls, skeletons with battering rams (with assistance from catapults) managed to bring down a central tower. The tower rubble was contested at the conclusion of the game-perhaps the only reason that the Imperials were able to gain a draw in the match.
A huge unit of great weapon-armed Ushabti builders stormed the ramparts and made short work of the defenders. Despite needing 6 to hit and striking last, they made great use of their high strength and attack boosting spells to guarantee that every 6 rolled led to a dead defender. Over time, their numbers were more than the 13 defending halberdiers could handle. Besides, any troops killed were quickly resurrected-unopposed by the Empire and their lack of magical defense.
I believe Will took a great list for this battle and in spite of my advantage with the castle, he and his fear-causing troops were an endless tide of bodies coming at me. If I had it to do again I might exchange a war machine for more missile troops (bodies are so important) or a Pegasus captain who could go out and hunt the catapults and casket.
As I play more games of siege, I feel like I am learning more every time. I'm going to need this knowledge come campaign time as my shrinking empire is under siege by Grom and his green tide.
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Post by mottdon on Jan 20, 2016 15:45:33 GMT
Wow, that looks fun! Great game! Very thematic as well! I like the image of Undead Skeletons climbing a human fortification! Awesome!
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Post by wilsonthenarc on Jan 20, 2016 17:20:08 GMT
Many Skeletons fell to their doom off the battlements - Both in game and IRL. Great game, the defenders did well!
Never underestimate how hard it is to take a tower... Only sending 2 dudes in with 6's to hit is a monumental task. Even with buff spells giving +1 As on Ushabti with base 3 A, 8 dice wasn't always enough to get a hit and kill a man dead. You can chuck 8 dice and not get any 6's - that's a true story.
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Post by wilsonthenarc on Jan 20, 2016 17:24:47 GMT
Also, a cheesy (in retrospect) move, but a great advantage for a siege: Taking a Necrotect in a ladder assaulting unit. Hatred is good. Rerolls are HUGE when you need 6's.
Not just that, but the Necrotect can sit safely on the ground while Rank & File go over the walls, so to speak. The defenders can't attack your semi-fragile 2W character and you get Hatred.
If, for example, the Empire was attacking, I would recommend a Warrior Priest in like EVERY ASSAULTING UNIT. Ditto with buff [augment] spells that give +1 to hit and/or re-rolls.
Also, Rules FAQ - Undead can NOT raise [resurrect] models in a unit that is entirely on a wall. If the unit has some models still on the ground, it's a go, but you need at least 1 of X models in the unit on the ground.
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Post by wilsonthenarc on Jan 20, 2016 17:30:01 GMT
Bwahaha... The mental games a Casket plays with my opponent's dispel dice allocation is worth the 135 points. And if you ignore it, a 1/3 chance of going off with just 1 dice. And I can chuck 4 or 5 or 6 dice without fear of miscasting. Or, it can just never cast it's bound spell and rack up D3 extra power dice every turn. It gives so much yet asks so little.
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Post by dannytee on Jan 21, 2016 1:07:52 GMT
Also, a cheesy (in retrospect) move, but a great advantage for a siege: Taking a Necrotect in a ladder assaulting unit. Hatred is good. Rerolls are HUGE when you need 6's. Why do you say this is cheesy? This seems to me to be a great idea and valid tactic.
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Post by TheREALricksalamone on Jan 21, 2016 1:25:41 GMT
The hatred is good for the first combat, yes. By the warrior priest will really shine as I spam cheap buff prayers on his unit.
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Post by grandmasterwang on Jan 21, 2016 1:35:05 GMT
Great report and pictures. Seems like a great game. From the pictures i thought the undead overwhelmed the Empire but it looks like they proved their worth against the odds.
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Post by littledeathminiatures on Jul 15, 2016 17:57:02 GMT
Looks great!
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