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Author Topic: Tactical Decision Game 3.3: Out for Blood  (Read 5914 times)

Offline Holy Hand Grenade

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #25 on: November 12, 2012, 01:39:51 PM »
cant seem to find the deployment debate anywhere...

It was a brief discussion- after the Griffon was already formed.

------------------------------------------------

***UPDATE***

Here we go.

Empire Movement Phase

Knights 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 Phase

We 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.   :icon_eek:


Empire Shooting Phase

Much 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.   :icon_cool:

Our Archers have no effect.


Empire Combat Phase

Free 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.

 :::cheers:::
HHG
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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Offline commandant

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #26 on: November 12, 2012, 01:43:10 PM »
Did you remember that the free company have frenzy?

Offline Noght

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #27 on: November 12, 2012, 01:47:07 PM »
Nice.  Well in hand.  Nothing makes things easier than a Cannonball exploding a Greater Demon.
"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline zifnab0

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #28 on: November 12, 2012, 02:11:15 PM »
Miscast roll is a 10.  We lose 3 Wizard levels.  We forget Enfeebling,  Miasma, and Withering.  Opps.   :icon_eek:
:Ohmy:

We've only got pend. left on our wizard, right?  Plus the Hurricanum and a couple warrior priests.

Much 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.   :icon_cool:
Guess we don't need to worry about magic anymore...

Free Company make their Fear test.  The Bloodletters kill 3 Free Company, and they kill 3 ‘Letters in return.  Free Company make their Break test.
I think we started with 12 FC.  1 fewer casualty and we would have disrupted the BL flank.  Ah well.

Start thinking about possibilities.  I will crank up the next thread tomorrow.
Bloodcrushers reform and move east.  Depending on how combat goes and the Bloodletters end up, charge the GS or Halberds.  Archers deflect.  H1 and FC3 move up to support the Halberd Horde.

Charge the remaining Flesh Hound with the archer bunker to wipe him out (flank + charge) and open up the Hellblaster for T4.

Just some preliminary thoughts.  Need to wait and see what happens during his turn.

Offline Cursain

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #29 on: November 12, 2012, 03:27:24 PM »
1.  Charge the flesh hound attacking our Helblaster with the detachment of archers (10 men).  That's a flank and charge for +2 CR
2.  Use the pistoliers to shoot up the blood crushers and angle them so when the blood crushers charge they go in a direction that'll stall them again.
3.  Shoot blood crushers with cannon
4.  Charge the flank of the blood letters with halbs so they gain frenzy and can start chipping away at that horde
5.  shoot the blood crushers with 5 man det of archers
6.  Move GS to the left so they can charge the blood crushers in future rounds
7.  Move wiz out of unit and try to get an upgraded Pend (IF if possible) off at the blood crushers.
8.  Angle FC2 and Halb2 so they can charge rear of letters in future rounds
9.  Send FC2 over to left to assist GS vs. blood crushers in future rounds
10.  Move Hurr into a good spot to majority of units get +1 to hit


I think that about covers it.

Offline George

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #30 on: November 12, 2012, 08:43:49 PM »
I'd call that turn a success....we hurt our wizard, but took out his!
Part of me feels this game is just about ours now, and it would have been interesting if the cannon hadn't performed so well.

Looking forward I think its safe to assume the free company won't be standing after the frenzied bloodletter attacks next (its like 28+ attacks)and depending on the bloodletter combat reform afterwards we may only have front charges at the blooletters with the halberds and great swords.
Here's hoping for better combat rolls from the knights so we can combat reform and get a flank charge on the bloodletters.

Pistoliers to block the bloodcrushers.
Archers and archer detatchment to prepare to block future charges.
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Offline TCWarroom

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #31 on: November 12, 2012, 09:35:46 PM »
The FC are dead. His frenzy is a problem, that is bad, real bad.

Delay the BC with the pistoliers, Everything into the BL. GS in the front, Halberds and Hurricanum in the flank. Should be able to do some damage.

Offline Noght

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #32 on: November 12, 2012, 09:40:26 PM »
Let's wait to see what happens before we plan anything.  Who knows, maybe we get lucky and a FC survives.  If not, he'll reform so neither the GS or Halbs will get a flank.  So it will fall to Hatred, Hurranicum, and Priest Spells.....

"...the most incorrigible vice being that of an ignorance which fancies it knows everything..."  Camus.

Offline librisrouge

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #33 on: November 12, 2012, 10:07:24 PM »
I agree, the decisions should wait until we know what they do. For all we know the swamp will go catastrophic for the crushers, our last crewman will kill the fleshhound, and all the FC will survive...unlikely but hey, you never know.
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Offline TCWarroom

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #34 on: November 13, 2012, 01:20:41 AM »
We were instructed to think of possibilities...

Offline Holy Hand Grenade

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Re: Tactical Decision Game 3.3: Out for Blood
« Reply #35 on: November 13, 2012, 02:09:36 AM »
Well-  TDG 3.4:  The Blood Grind is up and posted so you can discuss to your heart's content!

See you there.
HHG
If at first you don't succeed...you either don't have enough faith or you need to bring more explosives

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