Hi guys,
It's been a very long time I didn't share a report but I had a terrific game last night I wanted to share with you. Here you go:
We are playing 2000 points Empire against Dwarfs, roll 5 terrains with one building and 4 forests (only the bottom left is a venom thicket, the rest are normal forest.
The Empire list:43 halberds, standard and musician with arch-lector (heavy arm, shield, helm of the skaven slayer) and captain BSB (full plate, enchanted shield, dawnstone, sword of might)
5 archers detachment
43 halberds, standard and musician with priest (heavy arm, shield, dragon helm) and witch hunter (brace of pistols, potion of speed)
5 archers detachment
wizard level 2 beast with dispel scroll
5 reiksguard
5 pistoliers
3 demigryphs with musician
1 canon
1 hell blaster with engineer
Hurricanum
The Dwarf list:40 warriors with great weapon and full command
40 warriors with great weapon and full command and thane BSB with rune of spite (ward 4+)
25 quarrelers with great weapon
Grudge thrower with re-roll scatter dice and +1 strength runes
Canon with re-roll bounce rune
Organ Gun
Anvil of doom with Rune lord, 2 dispel scrolls runes, steel one power dice rune and 2 runes to get 5+ ward
Playing watchtower (so the building is transfer to the center) and Empire won the roll to control the watch tower but has no unit to deploy in.
The Dwarf finish his deployment first so I can choose my matchup. I put my blocks of infantry to contest the tower, my cav units to rush his war machines and my demi to clear the quarrelers. The hurricanum is not in line of sight of the canon hiding behind the tower.
My wizard roll amber spear and flock of doom. I change the latest to wild form. I accuse the BSB of heresy.
DeployementDwarf 1st turnI vanguard my pistoliers out of range of the Organ Gun.
Warriors move up, the anvil failed to move the warriors toward the tower but no incident so it can be used next turn. The warriors are still more than 3' away from the tower.
His canon kills mine, the thrower kills 12 halberds and the crossbows kills 4 in the block closed to the tower (he didn't want to shoot through my archers). The organ gun is out of range.
The 1st block pass its panic check.
Empire 1st turnAll units move up to threaten the shooting base of the dwarf and making sure the charge would be easy next turn.
My 1st halberd block can move in the tower next turn in case the dwarf fails again the anvil test (more than 3 inches of the tower still). I position my knights and pistoliers so at least one will survive and rush the war machines. I pass one dangerous terrain with my knights but fail 2 out of 2 with my demi
.
Magic see a double 1 rolled and the dwarf has more dice than me
I failed to cast the boosted amber spear anyway.
Shooting sees 4 the hell blaster down 4 dwarfs.
Dwarf 2nd turnHe moves the warriors up and anvil them in the building, dooohhhh
The organ gun roll a 4, re-roll for a 2 and only kills one reiksguard, no panic check to test. The crossbows do 2 wounds to the demi and the canon stick in the mud but still finish one more. I am down to one demi only
. The thrower kills 10 more halberds
.
So I have 40 dwarfs in the tower to push out and I am getting crushed by his shooting, it's finally time to counter attack!
Empire 2nd turnReiskguard charge and loose one to dangerous terrain but pass the panic check, pistoliers charge the canon and loose one to dangerous terrain (they are hoping for the overrun of the knights). Halberds charge the tower. Demi charge the crossbows and get cut down by the stand and shoot (6 wounds, 3 armor save of 1), not their day.
I reform my halberd to clear line of sight for the hell blaster.
Magic is a 5 and a 4 and I chuck 6 dices at boosted amber spear, irresistible miscast that blows 3 archers but I pass my panic (in range of the main block) and kills the grudge thrower.
The hell blaster clear 6 dwarfs (I have been rolling like a champ for this guy all game).
Combat see me killing 2 crews with my reiksguard, one crew with the pistoliers and loose one in return but everybody sticks. The assault on the tower is a failure. Even with hatred and +1 to hit, I only kill 4 dwarfs for 6 lost in return. In order to get these guys out, I need a big magic phase and I need to get rid of his BSB and hope for him to fail a Ld9 test.
Dwarf 3rd turnHere comes the cunning plan, my opponent plans to shoot my archers with the crossbows and anvil his warriors in my general and BSB.
Luckily, 3 archers only dies (bad roll) so he has to charge the archers using the anvil to clear the way.
I was planing to double flee with them but I don't need to since he failed his redirect roll twice on Ld9, what a relief!
Combat sees both all his crew men dead and I reform facing his anvil
Empire 3rd turnThis turn I decide to not charge the tower since I have a cunning plan. My BSB and arch lector jump in the big halberd unit to safety.
My witch hunter run and park himself right in front of the BSB 1 inch away.
My archers rally and my fast units move toward the anvil.
Magic is a wash (roll a 5 and a 4 but he has most of the time more dices than me. so no irresistible, no magic).
My hell blaster is in short range of the tower and kills 4 dwarfs inside even with hard cover.
My witch hunter snipe the BSB but fail to wound.
Dwarf 4th turnI drink my speed potion and brace for the impact.
The dwarf charge and the hunter stand and shoot 1 warrior. He cannot wheel enough to avoid to face my hunter with his BSB
.
He reforms his quarrelers and anvil them close to my incoming units (that was a big mistake as I still had space for one of my unit to charge the anvil without being in line of sight of his quarrelers for a counter charge).
No shooting so straight to combat. I manage to score a killing blow on the BSB (no challenge) and he fails his 4+ ward for a dead witch! Horrah, part 1 of the plan his done.
My hunter is pummeled to the ground by the warriors and they overrun in the halberds.
All panic checks are passed due to the proximity of my general and BSB.
We roll for end of the game but the game continues.
Empire 4th turnThe knights get the easy charge in the anvil and the pistoliers road block the quarrelers and kill 3 with their pistols. One more is killed by a stray arrow.
The combat with the warriors goes has expected, loose 10 halberds, they kills 4 dwarfs thanks to hurricanum boost and run away. I can still rally them later since I have 11 guys left out of 43.
There is my big mistake, I thought I blocked his reform with my archers but he still manage to refrain and reform deep to look at my center line, doohhhhh!
Otherwise panic tests are good.
The knights dispose of the anvil guards for not loss on their side.
We roll for end of the game but the game continues.
Dwarf 5th turnHi turn sees his crossbows shoot to death my pistoliers at short range and his warriors declare a flank charge in my halberds to redirect to my hurricanum. I double flee and left him stranded.
We roll for end of the game but the game continues! At that point, I am certain I can't win that battle.
Empire 5th turnMy turn, I rally my units starting by my general, BSB, priest unit. I manage to reform them out of the wood and in range of the other feeling units. My archers run toward the anvil to be annoying and my wizard toward the tower.
Magic is a wash as usual since I don't irresistible anything.
My hell blaster kills 4 dwarfs in the tower, that's good! But not enough for a panic test.
The combat with the anvil lord is push since no wound can go through on both side.
We roll for end of the game but the game continues! It's almost done for Empire
.
Dwarf 6th turnThe game is ending, the warriors charge my halberds and failed! he needs a 4 and roll a 3. Wohoooo!!!1
The quarrelers reform to rescue the anvil. I manage to cause a wound on the anvil lord.
We roll for end of the game and we are still not done, let's go for empire turn 6!
Empire 6th turnDue to his unlucky failed charge, the counter charge is bloody, my halberds in front and in the flank with the hurricanum in front as well.
In the magic phase I manage to spam 1 dice prayers to squeeze in a lucky 5+ ward save on my big block (with 2 priests in the same block and lucky rolls, it was hard for him to control the phase).
The combat is a slaughter, all my characters make way and I manage to kill 10 dwarfs, remove steadfast and run him down with all 3 units.
Here is my 1st hope for victory since he has to pass a panic check with the dwarfs in the tower on Ld9 without re-roll but he passes.
We roll for end of the game and again, the game keeps on going. I begin to have hope again, I can pull this out!
Dwarf 7th turnShort turn now, his quarrelers charge my knights, kill one but I make my stubborn 8 test.
Now he will be winning on a 3+ but he rolls a 2 and we are on for turn 7 Empire. I can win, if I can push these guys out!
Empire 7th turnThis my last chance, I charge the archers in the anvil in case I could get lucky but one detachment is killed on the other one flees. One reiksguard is killed and the other run of the board with the crossbow failing to restrain.
Now in the main event, during the magic phase, I manage to irresistible a re-roll to wound prayer. Everything goes in my favor
.
I send my 3 characters in with the hatred (not for the BSB) and 7 halberds, +1 to hit and re-roll to wound. I manage 9 wounds and in return he tries to assassinate my arch lector without success (almost no hope to do 9 wounds with 10 attacks). He loose the combat, failed his Ld9 test and run away from the tower.
The game ends. Victory to Empire. What a incredible series of lucky outcomes for me! Horray!
Hope you like the report
Porkix