cant seem to find the deployment debate anywhere...
It was a brief discussion- after the Griffon was already formed.
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***UPDATE***Here we go.
Empire Movement PhaseKnights charge the Flesh Hounds. The swamp turns out to be a Wimpy Wetlands- which is normal DT for cav. They fail 2 of the tests.
The Free Company charges the flank of the Bloodletter horde.
Otherwise, the Greatsword move up so that the right most front model is within 3,” they take as few DT tests as possible, and still have an angle to charge the flank if a couple of Free Company survive. 4 Greatsword die in the Fungus swamp, but the unit gains Frenzy until the end of our next turn.
A few modifications to the original plan- our Wizard moves over into the Halb detachment after it reforms to the west. This allows the Archers freedom to shift to the left to be another diverter to Bloodlord’s encroaching forces. All the detachment reform or face west so we can send a flood of them underneath our line- to stop Bloodlord’s advance while we deal with the horde.
The Archer detachment unfortunately gains Stupidity from the Fungus Swamp, but because they are skirmishers don’t have to take DTs.
Otherwise, the Pistolier move to block the Keeper, as planned.
Here is how it looks:
Empire Magic PhaseWe get a 5 and 1 and the Keeper channels 1. +1 for the Hurri.
7PD to 6DD.
We toss a 2-die Movement Miasma on the Bloodcrushers, getting 6+4-2=8. Bloodlord tosses 3DD at it and gets 10+1=11. Dispelled.
Next we toss a 4-dice Enfeebling on the Bloodletters. IF. Their Strength is reduced by 1.
Miscast roll is a 10. We lose 3 Wizard levels. We forget Enfeebling, Miasma, and Withering. Opps.
Empire Shooting PhaseMuch better shooting phase than magic phase. Our cannonball hits the Keeper, wounds him, he fails the Ward save, and it does 5 wounds. Bye-bye.
Our Archers have no effect.
Empire Combat PhaseFree Company make their Fear test. The Bloodletters
kill 3 Free Company, and they
kill 3 ‘Letters in return. Free Company make their Break test.
The Bloodletter reform to face the Free Company. Unfortunately, they pick up Frenzy until the end of their next round when they dip into the Fungus Swamp and lose 1 member.
Knights make their Fear test. The General gets a wound, the horses get a wound, but the Knights fail to wound due to crappy rolls and Bloodlord’s Ward saves.
Only 1 Hound dies. The Hounds fail to wound the armoured Knights. The Hounds lose another member due to instability. They have 3 remaining.
The lone Flesh Hound kills another ‘Blaster crew member, gets wounded in return but Ward saves it to remain alive.
Here is what is looks like in the end:
Start thinking about possibilities. I will crank up the next thread tomorrow.
HHG