**UPDATE***Option 2 won by a vote of 9 to 5. We are going with Option 2, but I will play out Option 3 afterward just to see how it would have gone.
Empire Movement PhaseA few modifications from the original graph. I moved up both the Halbs detachments to straddle the Helblaster. If any Flesh Hounds survive, they will not be able to squeeze in the gap to charge the ‘Blaster- unless only 1 survives, but it is the best we can do. The Halbs reform and move up behind them to get within 3” to provide Steadfast, if need be.
The Greatswords and detachment slide 2” to the left to give more breathing room. The Hurri positions itself to provide its buffs to the line and our Wizard bunker takes a spot safely behind the GS.
Last- the rest of our detachments move up the center to prepare for divertion against the cavalry or the horde when it finally arrives.
All it took was one turn and our lines look better already.
Empire Movement PhaseNot great Winds O Magic. We roll a 5 and 1 with no channels and Bloodlord gets 1 channel- so 6 PD to 6 DD.
We toss 2 dice at a Miasma targeting Movement on the Keeper to hopefully slow it down. We get a 9+4-2=11.
Bloodlord tosses 4 of his DD at it and gets 2x6s. Dispelled.
Next we toss a 4-dice boosted Withering on the Flesh Hounds and get 14+4-2=16. Exactly what we needed! Bloodlord tosses his remaining 2 DD and fails to dispel. We reduce the Flesh Hounds Toughness by 3- down to 1!
Empire Shooting Phase Time to throw a cannonball down range. We get a 6, a 6 on the bounce for a hit, we wound, the Keeper fails his Ward Save and so now we roll for wounds…and get a 4. It has 1 wound remaining!
The Helblaster fires out some lead at the Flesh Hounds- getting a 10, 8, 6. Out of 24 shots it hits with a whooping 13! It only fails to wound with 2. Bloodlord only makes 2 Ward saves so we kill all the Hounds but 1 and it has 1 wound remaining! (
I hope I didn’t jinx us by saying he could only charge the ‘Blaster if he had only 1 left….)
Hopefully the Archers finish what the Blaster started…they get 2 wounds and Bloodlord makes 1 Ward Save. The Flesh Hounds are destroyed!
The Pistoliers fire on the Bloodcrushers to no effect.
Here is what is looks like at the end:
Alternate Scenario using Option 3Just to see how it would come out, here is how Option 3 would have unfolded:
6PD to 6DD.
All 6 dice on Enfeebling on the Keeper produced IF. Unfortunately, Strength was only reduced by 1, down to 5.
The Miscast was an 8, but only caused a wound on the Wizard.
Knights fail their Fear test, but due to the Pennant make the reroll. Pistoliers make the test.
In a non-challenge scenario:For combat- the Keeper got 6 hits on the Pistoliers but rolled 4 1s…so only 2 wounds.
Pistoliers cause no wounds.
General fails to wound. Knights get 1 wound and the Keeper fails its Ward Save. Horses no effect.
Combat Resolution:
Empire- 1 charge, 1 flank, 1 wound, 1 Banner
Daemons- 2 wounds.
Bloordlord loses by 2. It takes another wound due to its Instability roll. It still has 3 remaining.
In a challenge scenario: The Keeper gets 4 hits on the General. 1 taken away by the Charmed Shield. 2 wounds. General makes 1 AS and 1 WS so takes no wounds.
In return, the GotE gets 2 hits, 1 wound but the Keeper makes his WS.
Combat Resolution:
Empire- 1 charge, 1 flank, 1 Banner
Daemons- Nothing.
Loses by 3 and takes 2 wounds from the Instability roll. Like the non-challenge scenario, it still has 3 wounds remaining.
On the following turn, the Keeper goes first and either kills enough Pistoliers or the General to get back to full health. It wins combat resolution in both.
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Well, Option 3 would have at least tied up the Keeper for a few rounds. If we got lucky on the next round with a better Enfeebling or Withering maybe we could take it down…
However, it looks like, based on our cannonball’s effectiveness, we made the right choice! (
As long as we hit it again!)
I will run Bloodlord's turn and create our next thread- hopefully tomorrow. I figured I would at least get this out to you so you could enjoy the turn.
Things are looking pretty good!
HHG