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Author Topic: Steg's Battle Reports (last update: 2015-10-19)  (Read 47574 times)

Offline StealthKnightSteg

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Steg's Battle Reports - 2500 Commandant's Empire
« Reply #75 on: May 07, 2012, 09:23:56 PM »
Turn 3 - Empire
---------------
 




Movement phase:
The Knights of the Blazing Sun assaults the house with the Handgunners.
Greatswords and Swordsmen charge the IC Knights.
Free Company Militia rally's and face the battle.
Demigryph Knights move in closer towards the Halberdiers and Hurricanum.

Magic phase:
Re-roll to wound prayer got off at the Arch Lector.

Shooting phase:
Ehmm let's skip that.

Close Combat phase:
The Swordsmen killed 1 IC Knight and the Greatswords killed another 2 IC Knights.
The Blazing Sun Knights managed to kill 4 handgunners for 1 dead knight inside the house but
they stayed put.
The Halberdiers bolstered by the prayers of the Arch Lector killed 15 of their counterparts.
But suffered 6 dead as well. Commandants Halberdiers figured it was time to leave the battle
but they didn't make it. Overrunning into the Hurricanum.
The Duck Captain managed to kill our Hurricanum.

Turn 3 - Ducktastic Empire
--------------------------
 

Movement phase:
Greatsword horde charge the Swordmen detachment 1, who decide to flee and leaf them stranded just past the Pillar Gate.
The Duck Captain charges the War Altar.

Magic phase:
A Lightning Bolt wounded one of the Demigryph Knights.

Shooting phase:
The Handgunners shot one of the Blazing Sun Knights of his horse.

Close Combat phase:
Nothing happend in the Halberdier Detachment / War Altar / Duck Captain battle.
The Inner Circle Knights lost another round of combat but didn't stick this time and ran off the board.
Greatswords and swordsmen restrained pursuit and reformed towards the battle.




Meanwhile the Hurricanum flees from combat against the Halberdier horde who pursue it to the scrapheap.
They hold before the house.

Turn 4 - Empire
---------------
 

Movement phase:
Greatswords and Swordsmen charge the Halberdier detachment.
Demigryph Knights charge the Duck Captain
and the Halberdiers assault the building.
The Swordsmen detachment didn't think the time was right yet and ran further.

Magic phase:
Re-roll to Wound and 5+ Ward Save prayers were cast on the Greatswords. (failed them with the AL)

Close Combat phase:
Duck Captain dies. War Altar and DGK reform facing the Greatsword Horde.
Halberdier detachment loses combat and flees, but gets caught by the Greatswords.
10 selected Halberdiers kill 2 Handgunner's

Turn 4 - Ducktastic Empire
--------------------------
 

Only thing happening this turn was that Commandant's Greatsword Horde turned
to receive the impact by the oncoming units.

If anything else happend I forgot to write it down...

Turn 5 - Empire
---------------
 

Movement phase:
War Altar with the Arch Lector together with the Demigryph Knights charge the Greatsword Horde.
Th Halberdier Horde yet again assaulted the house.
Free Company Militia 2 reformed while the Greatswords and Swordsmen moved up after the
War Altar and Demigryph Knights.



Magic phase:
was uneventfull

Close Combat phase:
Handgunners died and the Wizard Lord took 1 wound before he escaped through the
backdoor and off the table!
The Demigryph Knights together with the Arch Lector killed 10 Greatswords while
the Greatswords with their Arch Lector and BSB Captain managed to put 2 wounds
on the Knights and 1 wound on Emiel Valgeir the Arch Lector.

Here Commandant conceaded the battle.
It was a well played game where Johan van der Kornput saw that his army could
perform well!


Built with Battle Chronicler.
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Next up 2000 points Empire vs Empire
Willem I was my opponent in that battle!
« Last Edit: May 07, 2012, 09:36:18 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Lord Solar Plexus

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #76 on: May 08, 2012, 07:16:05 AM »
Willem I? Thank Sigmar it isn't Johann von Nassau!

Excellent report, as always. I'm your fan, Steg.  :-D  Looks like commandant's Greatswords were slow to get around the terrain and affect the battle. Their new motto: Let op de droempels.
Suppose you were an idiot, and suppose you were a member of Congress; but I repeat myself. - S. Clemens

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Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #77 on: May 08, 2012, 08:51:51 AM »
Willem I? Thank Sigmar it isn't Johann von Nassau!

Excellent report, as always. I'm your fan, Steg.  :-D  Looks like commandant's Greatswords were slow to get around the terrain and affect the battle. Their new motto: Let op de droempels.

haha I think you mean "drempels".
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Fandir Nightshade

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #78 on: May 08, 2012, 09:16:25 AM »
I am not sure I would have charged my swordsmen into the front of the IC knights really strange you took no casualties from their S4 attacks. The greatswords in the flank should have been enough to put them in serious trouble.

Also you shouldn´t deploy your DGK in the second line of attack I think you have seen how much damage they can dish out. Get thim into combat ASAP best vs infantry with S3 or S4.


Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #79 on: May 08, 2012, 09:21:42 AM »
Yeah I got lucky with the swordsmen doing the 6+ AS and 6++ Parry :)

This time it did go as planned as the KotWW took the hit by the IC Knights so my DK could rampage, but I do agree that they need combat asap.
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Fandir Nightshade

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #80 on: May 08, 2012, 09:37:22 AM »
You should also have cast the cage on the halberdiers.

If you have the choice I suggest not using Fire again though Light could be fun as phas protection is nice if you want to stick all your stuff so closely together.

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #81 on: May 08, 2012, 09:42:51 AM »
next battles I actually used Shadow (well maybe not against Willem I.. not sure anymore what I used there, would need to look at my notes which are at home ofcourse)
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline commandant

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #82 on: May 08, 2012, 11:59:49 AM »
I think trying to kill his BSB was a mistake.   I done 9 attacks and no wounds on him.   Should have just pumped the unit.   Other than that it was a fine game for SKG.   

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #83 on: May 08, 2012, 12:41:43 PM »
I think trying to kill his BSB was a mistake.   I done 9 attacks and no wounds on him.   Should have just pumped the unit.   Other than that it was a fine game for SKG.

Indeed as I equip my BSB for protection (1 or 2+ AS rerollable). Though you had a moral victory as the Witch (my wizard lord) died... even if the Witch Hunter had no part in it  :biggriin:
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline commandant

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #84 on: May 08, 2012, 01:57:18 PM »
I think trying to kill his BSB was a mistake.   I done 9 attacks and no wounds on him.   Should have just pumped the unit.   Other than that it was a fine game for SKG.

Indeed as I equip my BSB for protection (1 or 2+ AS rerollable). Though you had a moral victory as the Witch (my wizard lord) died... even if the Witch Hunter had no part in it  :biggriin:

The witch died in every game that the witch hunter played in and only against Rufus was there even a chance that the witch hunter had anything to do with it :)

Offline Fandir Nightshade

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #85 on: May 08, 2012, 02:10:13 PM »
It was always his evil eyes!


Offline rufus sparkfire

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #86 on: May 08, 2012, 02:12:21 PM »
Great report! I'm glad to see the duck died (again).

Also, well done for using fire magic instead of one of the obvious choices!



Quote from: commandant
The witch died in every game that the witch hunter played in

I don't think my shaman lord died! Who killed him?
Hey, I could still beat up a woman!
If I wanted to.

Offline commandant

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #87 on: May 08, 2012, 02:15:18 PM »
Great report! I'm glad to see the duck died (again).

Also, well done for using fire magic instead of one of the obvious choices!



Quote from: commandant
The witch died in every game that the witch hunter played in

I don't think my shaman lord died! Who killed him?

Was he in the orc unit that the Greatswords were taking apart at the end of the game.   I though he was with the savage orcs that the halberdiers ran down.   Saved 2 5+ ward saves that B*****d

Offline rufus sparkfire

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #88 on: May 08, 2012, 02:23:46 PM »
He was with the savage orcs. They got run down? I must have blocked that out, or been too drunk to notice. Or both.
Hey, I could still beat up a woman!
If I wanted to.

Offline commandant

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Re: Steg's Battle Reports (last update: 2012-05-07)
« Reply #89 on: May 08, 2012, 08:40:43 PM »
we were both fairly drunk by the end :)

Offline StealthKnightSteg

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Steg's Battle Reports (2000 against Willem I)
« Reply #90 on: May 08, 2012, 09:30:52 PM »
Middenheims? Empire vs. Empire, 2nd Intervention Army of Altdorf
================================================================

Overview
--------
Scenario: Dawn Attack
Location: St. Niklaas (Belgium) - HQ Gaming Club
Date played: zondag 29 april 2012

To make sure his army got the tactics right Johan van der Korput altered his army a little and
asked his friend Willem I to meet him at a sandy spot near the Lower Talabec river.
So Willem I's Middenheims? army arrived at the sands.
Again the Wizards put their protective spell around the armies so no real casualties would occur.

Spell selection:
Willem I's Life Wizard level 2 rolled: 2 + 5
2. Flesh to Stone
Sig. Earth Blood

His Fire Wizard Lord level 4 rolled: 2 + 4 + 4 + 5
2. Flaming Sword of Rhuin
4. Piercing Bolts of Burning
Sig. Fireball
5. Fulminating Flame Cage

Ring of Volans got 3 of Beasts but took Wyssan's (the signature)

Our Fire Wizard Lord level 4 rolled: 1 + 2 + 3 + 6
1. Cascading Fire-Cloak
2. Flaming Sword of Rhuin
3. The Burning Head
Sig. Fireball

Middenheims? Empire
-------------------
General: Willem I

  Lord:
  (GM) Cavalry, Grand Master [185 points]
      - Sword of Anti-Heroes

  (BWL) Infantry, Battle Wizard Lord [200 points]
      - Level 4 Fire


  Hero:
  (CotE) Infantry, Captain of the Empire [115 points]
      - BSB, Ring of Volans

  (BW) Infantry, Battle Wizard [100 points]
      - Level 2 Life

  (ME1) Infantry, Master Engineer [65 points]

  (ME2) Infantry, Master Engineer [65 points]


  Core:
  (Hal) 30 Infantry, Halberdiers [210 points]
      - Full Command

  (Swo) 25 Infantry, Swordsmen [205 points]
      - Full Command

  (ICK) 8 Cavalry, Inner Circle Knights [230 points]
      - Full Command


  Special:
  (GS) 20 Infantry, Greatswords [250 points]
      - Full Command

  (GC1) Warmachine, Great Cannon [120 points]

  (GC2) Warmachine, Great Cannon [120 points]

  (HVG) Warmachine, Helblaster Volley Gun [120 points]


  Total: 1985 points
  ------------------

Empire, 2nd Intervention Army of Altdorf
----------------------------------------
General: StealthKnightSteg (Vincent)

  Lord:
  (AL) Infantry, Arch Lector [150 points]
      - AoMI

  (BWL) Infantry, Battle Wizard Lord [225 points]
      - Level 4 Fire, Dispel Scroll


  Hero:
  (CotE) Infantry, Captain of the Empire [128 points]
      - BSB, FPA, Shield, Dawnstone, Dragonhelm

  (ME) Infantry, Master Engineer [65 points]

  (WP) Infantry, Warrior Priest [112 points]
      - GW, HA, VHS


  Core:
  (Hal) 30 Infantry, Halberdiers [390 points]
      - Full Command, Detachments of 15 FCM + 10 Crossbowmen


  Detachment:
  (Fc1) 15 Infantry, Free Company Militia [0 points]
      - Detachment of Halberdiers

  (XB1) 10 Infantry, Crossbowmen [0 points]
      - Detachment of Halberdiers


  Core:
  (Swo) 25 Infantry, Swordsmen [265 points]
      - Detachment 10 Crossbowmen


  Detachment:
  (XB2) 10 Infantry, Crossbowmen [0 points]
      - Detachment of Swordsmen


  Special:
  (DGK) 3 Monstrous Cavalry, Demigryph Knights [174 points]
      - Lances

  (GC) Warmachine, Great Cannon [120 points]
      - 3 crew

  (GS) 20 Infantry, Greatswords [250 points]
      - Full Command


  Rare:
  (HBVG) Warmachine, Hellblaster Volley Gun [120 points]


  Total: 1999 points
  ------------------

Deployment
----------
 

At "Dawn" of the agreed day the "attack" would take place, though the mists where
heavy from the Lower Talabec river and some units had rouble getting in the right position!

(The rulers of 18" represent the left and right flanks)
Deployment from left to right:
Johan ven der Kornput was the first to arrive with his army.
Deploying in the Center: Great Cannon - Swordsmen - Crossbowmen2 with the Wizard Lord -
Free Company Militia - Halberdiers with the Arch Lector and BSB Captain - Crossbowmen1 -
Helblaster Volley Gun / Master Engineer.
Deployed on the Right Flank: Greatswords with the Warrior Priest - Demigryph Knights.



While Willem I followed with his deployment:
His Right Flank: Halberdier Horde with Fire Wizard Lord
Center: Great Cannon1 / Master Engineer1 - Helblaster Volley Gun / Master Engineer2 -
Greatswords - Inner Circle Knights with the Grand Master.
His Left Flank: Swordsmen with BSB Captain and Life Wizard - Great Cannon2



I roll to start.

Turn 1 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Movement phase:
Demigryh Knights move up aggressivly with the greatswords following them.
The Militia and Halberdiers move a bit more defensily up towards the enemy.


Magic phase:
Fireball directed at the Halberdiers got dispelled
Flaming Sword of Rhuin got cast on the Great Cannon

Shooting phase:
Crossbow detachment1 killed 2 Greatswords
while Crossbow detachment2 killed 6 Halberdiers
The Great Cannon took out his direct opponent on the other side.

Turn 1 - Middenheims? Empire
----------------------------
 

Movement phase:
Willem I's now out of work Master Engineer started running towards the Helblaster
while the Helblaster Engineer moved as far as he could towards the Great Cannon
without the Helblaster loosing his aid.
Halberdiers crept sideways 4"
Inner Circle Knights and the Swordsmen angled to face the Demigryph Knights.

Magic phase:
7PD - 6DD
Fireball killed 4 Crossbowmen in XB2 (failed to dispel)
Flesh to Stone was cast on the swordsmen (also failed to dispel)

Shooting phase:
The Great Cannon aimed for the Demgryph Knights and put 2 wounds on them.
The Helblaster took out a complete rank of Halberdiers (10 dead).

Turn 2 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Movement phase:
The Demigryph Knoghts saw the Great Cannon out of reach and charged
the Swordsmen
The Greatswords followed up the hill
While the Militia and Halberdiers moved closer towards the Greatswords.


Magic phase:
5PD - 5DD
Fireball got dispelled

Shooting phase:
Crossbow detachment1 missed their target
Crossbow detachment2 killed the running Master Engineer
The Great Cannon took out the Helblaster before it could do anymore damage.

Close Combat phase:
The Demigryphs and their riders took down 5 swordsmen while taking 1 wound,
letting one Knight fall. The battle was a draw but the horn of the Swordsmen let them carry
the battle. Promptly the Demigryph Knights fail their Leadership test and ran off 9"
followed by the Swordsmen by 5"

Turn 2 - Middenheims? Empire
----------------------------
 

Movement phase:
Greatswords attempted a charge on the Militia but failed
Inner Circle Knights attempted a charge on the Halberdiers and also failed
The Swordsmen charged the Greatswords.
The last Master Engineer runs towards the last artillery piece
While the Halberdiers moved 4" sideways again.

Magic phase:
7PD - 7DD
Flesh to Stone - Dispelled
Wyssans Wildform - Dispelled

Shooting phase:
The Great Cannon took another 2 wounds of a Demigryph Knight.

Close Combat phase:
My Warrior Priest issued a challenge which the BSB Captain accepted
With VHS in play his BSB captain took 1 wound
The greatswords then lost 1 of their own, but hit back killing 4.
But the battle would continue for another round.

to be continued...
« Last Edit: May 08, 2012, 09:55:04 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline StealthKnightSteg

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Steg's Battle Reports (2000 against Willem I)
« Reply #91 on: May 08, 2012, 09:32:18 PM »
Turn 3 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Movement phase:
I rally the Demigryph Knights.
And I move my Militia and Halberdiers into position to take the charges in a better way.
With this move he either can charge both GS and ICK in on my halberdiers but then my
Militia can counter charge his Greatswords or he needs to divide his charges.
Also I tried to copy his Halberdier movement with my Swordsmen :)



Magic phase:
7PD-6DD
Sword of Flaming Rhuin got Dispelled
Re-roll to wound Prayer by the Warrior Priest with the Greatswords got cast.

Shooting phase:
Great Cannon put a cannonball through the Militia and Halberdiers on the Inner Circle Knights.
Willem I's Grand Master failed his Look out, Sir! roll but didn't get hurt. But the Knight behind him
wasn't so lucky!
(note: I did look this up just now when writing this, and only Monsters, Monstrous Infantry/Beast/Cavalry
will stop the cannonball not normal cavalry BRB-113)
The Helblaster then rolled a Misfire / Misfire and a 6, Due to the Engineer 1 Misfire got re-rolled into an 8.
All 7 hits however on the Inner Circle Knights failed to kill any.
Crossbow detachment1 had no valid targets
Crossbow detachment2 kills another Halberdier.

Close Combat phase:
In the Challenge between the Warrior Priest (with VHS) and the BSB Captain, the Captain took 2 wounds
and was out of the battle
The Swordsmen (and the wizard) managed to kill 1 Greatsword.
While the Greatswords directed 3 attacks on the wizard for 2 wounds taking the wizard out. And the others
killed another 3 swordsmen.
The Swordsmen seeing their 2 Heroes on the ground ran for it but even with the Full Plate the Greatswords
caught them!

Turn 3 - Middenheims? Empire
----------------------------
 

Movement phase:
Greatswords and Inner Circle Knights both charge my Halberdiers.
And the Militia counter charges.
The Master Engineer took position up in front of the Great Cannon.

Magic phase:
7PD - 5DD
The Flaming Sword of Rhuin got scrolled by me
IF cats Flaming Cage on the Halberdiers killed 1 outright.
But the Miscast (4 on the miscast table) killed 9!! Halberdiers and did 1 wound on the Wizard.
Next on the D6 roll (a 1) the Wizard lord died!

Shooting phase:
The Great Cannon took out the wounded Demigryph Knight.


Close Combat phase:
The Grand Master (Revealing his Sword of Anti-Heroes) kills 4 Halberdiers
My BSB Captain kills 1 Inner Circle Knight
Inner Circle Knights kill 6 Halberdiers
My Arch Lector kills 1 Greatsword while the Militia and the Halberdiers added another 8!
Combat is won, the Greatswords fled 10" followed closely by the Militia on 9", but the
Inner Circle Knights held tight.
Winning the combat I choose to reform and that brought another 4 dead halberdiers due
to the cage OUCH! I forgot about that..

Turn 4 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Movement phase:
Militia charges the Greatswords and manage to catch them, but it almost put them off the board.
Demigryph Knight charges the Great Cannon (ignoring the Master Engineer to the side or did it flee?
and then redirecting in the Cannon? which seems more likely)
Greatswords free reform towards the Inner Circle Knights and move up closer.
Crossbow detachment 1 moves closer to get into range of the Halberdiers.
Swordsmen now move forward.


Magic phase:
7PD - 5DD
5+ Save prayer on the Halberdiers got dispelled
Sword of Rhuin got dispelled
Re-roll to wound prayer on the Halberdiers got through.

Shooting phase:
Crossbow detachment 2 kill another 2 Halberdiers
Great Cannon with no other viable targets overshoots the Halberdiers.

Close Combat phase:
All attacks done on the Inner Circle Knights missed, failed to wound or got saved.
All Halberdiers got killed and the Arch Lector suffered a wound.
Loosing combat the Arch Lector ran on his own as the BSB Captain held
valiantly his Banner high till he was ran to the ground. (10" run)
The Knights followed the Arch Lector with 5"
The Demigryph Knight failed to wound the Cannon Crew but the charge alone was
enough to let them fail their breaktest and they got destroyed.

Turn 4 - Middenheims? Empire
----------------------------
 

Movement phase:
The Inner Circle Knights Charges the Crossbowmen detachment1, they flee.
And the charge got redirected into the Helblaster
They took a dangerous Terraintest as they charged through the Pillar Gate
loosing 1 Knight on the charge.

Magic and Shooting phase was no more

Close Combat phase:
The Grand Master killed 1 crew member.
The other 2 Crew managed to unhorse 1 Knight before the Knights swarmed
all over them.
The Knights then restrained their overrun as that would pass the Master Engineer.
So they reformed towards the rest of the battle line.

Turn 5 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Movement phase:
The Arch Lector and the crossbowmen rallied
They reformed to face the IC Knights.
The Swordsmen positioned themselfs next to the other detachment.
While the Miltia reformed to face the Halberdiers where the
Demipryph Knight followed (not wanting to waste time on a dancing Engineer)
The Greatswords tried to walk up to the IC Knights.
In the meanwhile the Master Engineer tried to block the path of the IC Knights
making sure they had to charge him and not the Arch Lector and making sure
the overrun path took them away from the Arch Lector.




Magic phase:
9PD - 6DD
A Fireball kill 9 Halberdiers!
But Sword of Rhuin got dispelled on the Crossbows

Shooting phase:
Crossbow detachment2 added another 2 dead Halberdiers leaving the Champion on it's own!
The Great Cannon tried to hit the Master Engineer (5" out rolling 2 and 2...)

Turn 5 - Middenheims? Empire
----------------------------
 

Movement phase:
The Inner Circle Knights charged the Master Engineer
The Halberdier champion ran towards the table edge trying to get
out of range of the crossbowbolts.
While the Master Engineer tailgated my Demigryph Knight.

Close Combat phase:
The Master Engineer died very fast by the Knights but they only
overrun 3"!! (3 times a 1 on the swiftstride roll!! )

Turn 6 - Empire, 2nd Intervention Army of Altdorf
-------------------------------------------------
 

Movement phase:
The Militia tried to charge the Halberdier champion needed 6+6, rolling 5+6.
The Swordsmen charge into the front of the Knights
The Greatswords fail their charge also by 1"
Demigryph Knight is allowed to march and runs towards the Halberdier champion
Crossbow detachment2 moves closer towards the Halberdier champion.

Magic phase:
8PD - 4DD
A Fireball scourged the Halberdier champion!
Sword of Rhuin got cast upon the Swordsmen.

Shooting phase:
The Great Cannon now over shots the Engineer (5" infront + 8")

Close Combat phase:
Grand Master kills 1 Swordsmen, the knights kill another 3.
Swordsmen hold on steadfast.

Turn 6 - Middenheims? Empire
----------------------------
 

Movement phase:
The Master Engineer charges the Demigryph Knight but fails it by miles.

Close Combat phase:
The Grand Master kills another 2 Swordsmen
The Knights kill 2 more Swordsmen.
The Swordsmen hold on Steadfast.

Game ends here:
Major victory for the 2nd Intervention Army of Altdorf!
Johan van der Kornput now feels confident that his army won't let him
down again!

Game thoughts:
1) I don't know why Willem let his halberdiers be cannon fodder, he could have done
way more with them.
2) Crossbowmen added some good firepower to the battle!
3) To bad I needed to chase the ICK a bit too much to kill them.
4) Fire wizard actually did his work in this battle, but still switching to shadow for next battle!


Built with Battle Chronicler.
http://www.battlechronicler.com/

Next battle report will be 2500 point Cavalry list I made against Shavixmir's Dwarfs!
« Last Edit: May 08, 2012, 10:00:57 PM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Tosk

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #92 on: May 09, 2012, 02:49:36 AM »
Very intrestting Battle report.

Congratz on the victory though and good luck with your next battle :::cheers:::
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Offline Lord Solar Plexus

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #93 on: May 09, 2012, 10:58:48 AM »
Yep, very interesting. As an aside, I do think Fire is a very good lore.

Crossbows shooting at what is more or less a static target all game long and never in danger of getting charged can indeed inflict some casualties but I don't think that'll be the norm. Also, you cannot move 4" to the side. Those Halberdiers should have reformed + moved, or just wheeled + marched to get into the battle.

Charging the Greatswords with the Swordsmen was folly. Believe me, I know what I'm talking about, I'm an expert for folly moves. They should have declared a charge on the DGK's and taken them out of the picture. From the diagram it also seems as if they would be in the Greatswords' flank. They might not have fit in there, or they might have lost still but they could have held out for one more crucial turn. Perhaps.

When the ICK + Greatswords charged your Halberdiers and you killed so many, did the Greatswords not kill a single model?!? You were 10:10 on kills + your flank...?

Lastly, BSB's do not run, they just die when they flee.
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Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #94 on: May 09, 2012, 11:07:41 AM »
I think Fire can be great indeed if it goes your way.

Anymodel can move half their M sideways or backwards (marching would be 4" for halberdiers then) even chariots can move sideways even if it seems awkward... well no that wouldn't seem awkward.. IT IS AWKWARD!

The diagram is a little out of place, the swordsmen where in the frontal arc mostly (50%+) of my GS. I also think Willem I still neds to learn alot  :happy:

The Greatswords fluffed the attacks the few the where left after the carnage I did on them due to them being ASL. He was very unlucky there.

Where did you read that a BSB was running? His died in combat and I let mine die due to last stand..

Quote
Loosing combat the Arch Lector ran on his own as the BSB Captain held
valiantly his Banner high till he was ran to the ground. (10" run)
« Last Edit: May 09, 2012, 11:10:14 AM by StealthKnightSteg »
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Cursain

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #95 on: May 09, 2012, 01:07:01 PM »
I think Fire can be great indeed if it goes your way.

Anymodel can move half their M sideways or backwards (marching would be 4" for halberdiers then) even chariots can move sideways even if it seems awkward... well no that wouldn't seem awkward.. IT IS AWKWARD!

The diagram is a little out of place, the swordsmen where in the frontal arc mostly (50%+) of my GS. I also think Willem I still neds to learn alot  :happy:

The Greatswords fluffed the attacks the few the where left after the carnage I did on them due to them being ASL. He was very unlucky there.

Where did you read that a BSB was running? His died in combat and I let mine die due to last stand..

Quote
Loosing combat the Arch Lector ran on his own as the BSB Captain held
valiantly his Banner high till he was ran to the ground. (10" run)

I'm not sure you can march and reform as well.  Not even a swift reform allows you to march.
pages 14 and 95 of the BRB

If a unit is in a deep bus formation and does a 180 I think the reform will use up its entire allowance because the back rank will sometimes have to maneuver between 6-8 inches.
« Last Edit: May 09, 2012, 01:11:19 PM by Cursain »

Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #96 on: May 09, 2012, 01:13:54 PM »
It depends on if moving side ways or backwards is counted as reforming or not... Or if it has it's own caveat on not being able to march move when going sideways or backwards, I don't have the BRB with me now so can't check but will this evening. Only thing I'm sure off is that moving sideways or backwards is halfing your Movement rate so atleast 4M means moving 2M sideways or backwards.
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Willem I

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #97 on: May 09, 2012, 06:02:27 PM »
Nice to reread our battle here :) I do have to get more battles under my belt to become a better general.

My army's called 'Holdland's 8th militia', btw, or 'Averland 8th militia', but that name is confusing as I don't use the Averland colourscheme.
History in the making: Averland 8th Militia

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In my heart, courage.
In my eyes, death.
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Offline StealthKnightSteg

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #98 on: May 09, 2012, 07:10:07 PM »
Yeah that is why I do the reports mostly to learn from it and get better at it :)
Though it takes some time to write up such a battle report, but I think it's worth it!

And I knew I was mistaken with the name!! I just went with your color scheme :)

@Cursain:
I reread the passage about moving side ways and backwards and under the Marching section BRB-26 3rd paragraph it does say they can't move sideways or backwards during march. But in the section before that Moving Backwards and Sideways is an actual movement without the reforming but then at half speed. (rounding up to whole inches btw). So at half their M value.
It didn't have much of an impact on the game but good to remember that next time it's only 2".
Everyone is entitled to be stupid, but some abuse the privilege.

"Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." -- Kristian Wilson, Nintendo, Inc, 1989

Offline Cursain

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Re: Steg's Battle Reports (last update: 2012-05-08)
« Reply #99 on: May 09, 2012, 07:38:01 PM »
Yeah that is why I do the reports mostly to learn from it and get better at it :)
Though it takes some time to write up such a battle report, but I think it's worth it!

And I knew I was mistaken with the name!! I just went with your color scheme :)

@Cursain:
I reread the passage about moving side ways and backwards and under the Marching section BRB-26 3rd paragraph it does say they can't move sideways or backwards during march. But in the section before that Moving Backwards and Sideways is an actual movement without the reforming but then at half speed. (rounding up to whole inches btw). So at half their M value.
It didn't have much of an impact on the game but good to remember that next time it's only 2".

Thanks for tracking that down StealthKnightSteg.  That bit of info could help a lot in a future battle I'm sure.  Especially if somebody is trying to get out of your charge arc.