Tactical Decision Game 1.1: Empire Turn 1 versus the Ogrebus
***Note- see the thread
Tactical Decision Game 1: Empire versus the Ogrebus if you haven’t already.
Sorry for the delay...my internet is finally back up!
TDG 1.0 took us up to the start of the game. As predicted, “Bruiser” won the toss to get the first turn. I will briefly summarize the action on his turn so we can get to the next set of tactical decisions on ours.
No charges.
The Sabretusk and Gnoblar reinforcements arrive to backup the IB on the far right flank. The Sabretusk moves forward to divert an early charge by our Demis against the ‘Blaster and the Gnoblars move up the center.
His left flank slides a little to the left to make way for the Ogrebus, which reforms and moves as far as it can towards our defense up top.
Both Ironblasters move into firing positions against the STank.
Magic:Bruiser generates 7 Power Dice to our 4 Dispel Dice. He tosses 3 dice on a Fireball directed at our Archer detachment and gets two 6s! The Archers are burnt to a crisp- but our units nearby make their Panic tests. He rolls a 10 on the Miscast chart and loses all his Wizard levels! (
As a Lvl 0, can he still cast spells when he gains Loremaster by being near the Tower?)
Shooting: Ironblaster 1 fires its cannonball and gives the STank 3 wounds.
Ironblaster 2 fires and also scores a wound on the tank, but it makes its 6++ Ward Save!
The Leadbelchers have insane success shooting at the ICK: 21 shots net 9 wounds and we fail 4 armour saves! The two ICK remaining make their Panic test.
Empire Turn 1At the beginning of our turn, the STank tries to generate 4 steam and rolls a mishap. A roll of 7 nets us 1 extra steam for 1 wound. The tank has 6 wounds remaining.
Demis charge the Sabretusk to clear him out. They somehow manage to avoid damage from the forest, which ends up being an Abyssal Wood.
The tank uses 3 Steam Points for movement and aims straight towards IB1… and rolls 11 inches. Nice.
The Greatswords and her detachments arrive on time as promised by the Elector Count and move forward their max 4” after entering the table. The Halb detachment is kept just out of the Mournfangs LOS and slightly back so he can’t charge it with the Fangs.
The ICK Knights pull a swift maneuver and ride hard to reach the edge of the Wizard’s Tower so they can halt the Ogrebus’ advance no farther than there.
The rest of the line moves up forward slightly. The Luminark is within 6” of the STank and our Wizard is within 12” of it to hopefully give it some easy heals.
TDG1.1 Tactical DecisionsSo…now we come to our next set of decisions:
what to do in our first magic phase?The Winds of Magic were generous to us: 10 Power Dice plus 1 channeled give us a total of 11. Bruiser only gets 6 Dispel Dice.
Here is how I decided to run the TDG for the magic phase: since every spell success or failure, use of PD & DD, scrolls, etc effects the decision on the
next spell I want you to post the basic plan you would use for the magic phase and why. However, the only thing I am collecting
votes on at the moment is
the first spell you list and how many dice you want to use on it.
Whatever spell gets the most listings as the first spell in the sequence will win. I will roll the dice, figure out the results, and then pose another tactical decision to the forum on where to proceed from there. I will keep each step open until input starts dying down…so don’t wait to jump in or you might miss out on a step. Also- understand that once a spell has “won” and I have tossed the dice and moved on, I need fresh input from you on your opinions on where to go from there.
To avoid any confusion, here is an example post of what I am looking for:
-------------------------
My name is EmpireRocks.
My basic plan is:
--2 dice for Shield of Faith by AL on the Greatswords
--3 dice on Luminark bound spell against the Sabretusk
--6 dice on Regrowth on the STank.
I chose this because….
blah, blah, blah-----------------------
The only thing I would count from this example initial post is a
vote for a 2 dice Shield of Faith by the AL on the Greatswords for the first spell.
Some things to think about:
--The STank could use some healing
--The Greatswords will likely get charged by the Mournfangs. We may want to pre-buff our troops
--The Luminark Bound spell could be used to kill the Sabretusk or take a few wounds off the Ironblaster
A reminder from TDG 1: our spells are Flesh to Stone, Shield of Thorns, Regrowth, and Dwellers from Below. We also have the prayers Hammers of Sigmar, Shield of Faith, and Soulfire. The Luminark has one Bound spell- Solheim's Bolt of Illumination.
Final CommentsWe got some good feedback in the TDG 1.0 post on deployment, terrain, Empire tactics vs Ogres, etc. I hope TDG 1.1 opens up a fruitful discussion on how we can use the magic phase to our advantage.
HHG