Hi all, after somewhat of a lull in gaming here I finally had the opportunity to attend a one-day event nearby, the 7th Master of the TablePott. Suffice to say that I had a blast and three good games against great opponents. Games were 1,500, no Lords/SC's, no #6 spells, fleeing units count as destroyed at the end of the game, hills completely block LoS, buildings are impassable.
My list:
WP - HA, ench. shield, BWH, luck stone, fear blade,
BSB - FP, dragonhelm, shield, pistol
Wizard - L2, Heavens, Channeling Staff
20 Swords, S
2*5 archers
9 ICK - FC, SoD
3 DGK - S, BotEF
5 Pistoliers - M, C, repeater pistol
STank
Hellblaster
1st game: Dark ElvesThere was quite a bit more terrain but since it did not affect the game, I left it out. DE deploy 5 Harpies, 12 Repeater Crossbows + L2, Hydra, 35 Execs, Cauldron, more Crossbows, and their fast cav on their far left.
Turn 1Everything moves up, Crossbows set up a killing field. Magic sees him get a Pit through on the ICK that deviates, auto-killing the Hellblaster and killing one Knight. Pistoliers fail panic test and are gone. 240 points behind, bummer!
I move the Knights and detachments to delay his strong centre and perhaps get a flank charge. I don't fancy fighting Executioners with Knights though. DGK move up behind the house to get into another flank. STank misfires, cannot move, and puts a cannon ball through one Dark Rider. Magic is dispelled (think I had comet and the sig spell).
Turn 2 Harpies charge Archers 1, which flee and escape. Hydra and Execs shuffle. Dark Riders charge DGK. Magic sees me dispelling Pit and that's it. Shooting might have killed an archer.
In melee, the DGK suffer no wound, and kill 5 or so Dark Riders. Regrettably this doesn't kill the whole unit and I promptly fail to restrain and am pulled out of position. The last rider however flees off the board, so I clawed some points back.
I generate 4 Steam points, misfire and only get two. My ICK charge the Harpies which flee. I the redirect into the Repeaters with his Sorceress but although it is 16" or so they also flee, leaving me right in front of the Execs! DGK turn around. Archers 1 rally, archers 2 get in front of the Hydra. Magic is of no concern to anyone. I fire the Cannon at the Cauldron I think but undershoot.
Turn 3Execs charge ICK which flee and escape. The Hydra charges the archers, destroys them, overruns and then reforms (I didn't know it was possible to overrun AND to reform and didn't get to look it up yet, is that correct?!?). Repeater bolts ping off the DGK. Magic sees a boosted Miasma on my Swordsmen reduce their stats by 2. Harpies btw flee off the board.
I generate 4 SP and misfire. Cannot move. ICK rally, DGK move up, remaining archers get in the way of Execs. I turn the Swordsmen because with M2 they cannot get out of the Hydra's charge arc. My wizard leaves the unit (forgot to show him in the picture). I kill one Exec with bows and 4-5 more with a cannon shot I think.
Turn 4Hydra charges the Swordsmen and the Execs the archers. The Hydra kills enough that I lose steadfast, so they break, and I lose the BSB. Archers are of course killed.
I generate 4 SP and do not misfire. Finally my DGK get in on the action and charge the Hydra. With S6, S5 AP and flaming, it has no saves. The DGK do fluff a lot of attacks but it is enough to take it out. My ICK move backwards and so does the lone wizard. The last two Swordsmen cannot rally and flee off the board. A final cannonball at the Cauldron undershoots and at this point time is up.
Looking at the scores, we ended up 11-9 (693-405). After the somewhat disastrous first turn, I thought this was okay. My plan was to delay his centre units for as long as possible, and while the Hydra did get into combat, the Execs did not, which was nice. The STank was an utter failure. It misfired three turns in a row while generating steam and once with the cannon. I also made the mistake to leave no room for it in the centre where it would have been direly needed. Here it could have protected my fragile Swordsmen, wizard and BSB all at once without moving much, with my mobile elements threatening flank charges or luring strong units away.
More to follow...