Sunday, September 17, 2023

Vengeance Rising - Battle 31 - Tomb Kings vs Bretonnia

Yesterday was another battle against my brothers Bretonnia list which he had changed a bit from last week. I was also running some changes:


Arkhan
High Liche Priest - Scroll, Nehekhara
19 Archers - Std, Mus
17 Archers - Mus
6 Chariots - Std, Mus
6 Necropolis Knights - FC
2 x 3 Stalkers
2 x Casket of Souls
Hierotitan

Bretonnia:

Lord - 4+ ward, Sword of the Lady's Champion
BSB
Level 4 - Life
Level 2 - Beasts
Paladin on foot
10 KOTR - Warbanner
9 KOTR
20 Bowmen
30 Grail Pilgrims
4 Pegasus Knights
2 Trebuchets

Spell Selection:

Arkhan - Purple Sun, Soulblight, Caress, Doom & Darkness, Spirit Leech
HLP - Desiccation, Vengeance, Smiting, Cursed Blades
Prop - Dwellers, Earth Blood, Throne, Regrowth
Level 2 - Wildform, Savage Beast

Deployment:







Tomb Kings Turn 1 (included Pegs Vanguard move)

I don't move much this turn barely moving the Knights up a bit to get some range on spells and moving the chariots up to make some threats.

In the magic phase I get 9 dice against 3 dispel dice. I open up with a 3d6 on the KOTR with incantation of vengeance stalling them for a turn at least and my brother lets this through. I then throw 3 dice at Doom & Darkness but my brother throws everything at this and manages to dispel this. I use the remaining dice to power up a casket which does 5 wounds onto the Peg Knights whilst the second casket fails to power up.

I drop 2 bowmen in the shooting phase from the chariots and that concludes my first turn.




Bretonnia Turn 1

The Peg Knights continue around the flank whilst the Grail Pilgrims advance. The Bret Lord trots with his lance whilst the second lance doesn't risk any lives by staying put (I was actually trying to convince my brother to move as he has regrowth so I wouldn't have been too concerned).

The magic phase was 5PD vs 4 DD. I let throne on 2D6 through and then dwellers is failed to cast on the chariots. I store 3 dice for Arkhan.

The Bowmen target the chariots yielding no damage and both Trebuchets scatter off the head of the Hierotitan.



Tomb Kings Turn 2

After a bit of consideration I declare a charge into the Grail Pilgrims who close the distance with ease.

None of the stalkers turn up this turn (Could have really used these!!).

The magic phase is a split of 12 vs 6 and I get to work with a 2D6 soulblight on the Grail Pilgrims which is promptly dispelled with 3D6. I then throw 3D6 on Vengeance again at the same target but my brother burns his scroll adamant to have his knights join the battle.

I then attempt a purple sun to stall the knights a little and my brother fails to dispel. Of course I roll a misfire (oh dear) and the sun scatters 3 inches away taking out 3 archers and I get one power dice back. Yay.

I finally throw 2 D6 at Doom & Darkness on the KOTR and Light of Death chews a few wounds on them whilst the second fails to cast.

The chariots dish out 7 wounds (1 on the Paladin) and take 5 in return.



Bretonnia Turn 2

The Pegasus Knights declare a charge against the casket however fail miserably only moving 4" ahead. The Bowmen charge into support the Pilgrims (I pointed this charge out to my brother and didn't really pay attention to it when I first declared my charge) and lastly the KOTR charge the Hierotitan.

In the magic phase the Purple Sun misfires (thank god!) My opponent gets off Wildform and I figure my Hierotitan is axed anyway so I let it through. He throws his remaining dice at Regrowth onto his KOTR regrowing 3 which I let through to ensure his lance is long enough so I can counter charge and secondly so I can have 3 dice for my magic phase. I naturally forgot to dispel throne.

One Trebuchet misfires and the other scatters from the Knights.

In combat the Chariots dish out 5 wounds and after a failed fear check from the bowmen the Brets can only manage 2 wounds between them causing me to lose a single wound to crumble.

As predicted the Lance steamrolls the Hierotitan and crashes into the archers.



Tomb Kings Turn 3

The Necropolis Knights charge into the flank of the KOTR.

Finally a unit of Stalkers arrive to support the army whilst the other busily keeps digging.

The magic phase sees an 11PD vs 6DD. I 2D6 Doom & Darkness on the Pegasus Knights. (a silly idea in hindsight, should have targeted the KOTR lance in combat!) Smiting goes through with 2d6 on the Knights and after two attempts with Light of Death and a single dispel the Pegasus Knights are wiped out. Lastly I attempt Cursed Blades on the Knights but this is dispelled.

The stalkers roll 8 hits and only manage to kill 2 knights. Not impressed at all.

The chariots manage to take down the Paladin and 4 others before taking 4 wounds themselves and leaving a single chariot left after some crumble damage. I should have deployed my HLP on that side for at least a chance of healing but live (or is that un-live?) and learn.

The KOTR have an absolute shocking set of rolls and only sees 3 Archers drop after some great regeneration rolls and the Knights respond by dropping 5 Knights. My brothers arsey dice rolls come to fruition however as the Knights hold. I reform my Knights to gain more attacks to the front and somewhat protect the nearby archers.

This was going to hurt.





Bretonnia Turn 3

The KOTR sound the charge and smash into the flank of the Necropolis Knights.

The magic phase was a 10 vs 5 so the scroll was going to have to come out. My opponent throws 4D6 at Regrowth which is use said scroll. Wrong Spell. He then throws 6D6 at Savage Beast to effect all characters and without miscasting gets nearly 30 for the casting value. I accept my fate and let it through using 2 dice to dispel Throne and then storing 3 dice for the next magic phase.

The Trebuchet lands on the Stalkers killing one and wounding another.

In combats across the board the chariot pops, I manage to kill the level 4 damsel and the knights left with the champion. In return I'm left with 3 archers and Arkhan and the Knights crumble away.



Tomb Kings Turn 4

Rather than throw the towel in I thought I'd try and just do as much damage as I possibly could and drag some points down with me.

Firstly the second unit of Stalkers fail to arrive. This was frustrating.

In the magic phase I cast Doom & Darkness on the KOTR hoping to get a panic test through with the stalkers firepower.

With a final act of desperation I cast Purple Sun easily meeting the casting value and my opponent is powerless to stop it. I roll the scatter dice and yep - misfire. I then roll the artillery dice again for scatter and it misfires again. The dice gods just didn't want me to have any satisfaction it appears. Light of Death is shut down.

The stalkers finally ready to prove themselves get 6 hits yielding no wounds at all. I keep reminding myself this game is fun and I enjoy playing it.

In combat Arkhan and his archers are slaughtered however there is no crumble to speak of.




Bretonnia Turn 4

The Lord and remaining champion charge the High Light Priest whilst the KOTR charge the archers.

The magic phase sees me dispel wildform.

The Trebs take out another stalker.

In combat the final magic caster for the undead is slain whilst a few archers remain after half their number falls.




Tomb Kings Turn 5

I just needed my Stalkers to arrive so I could at least inflict some damage. If I could get my final unit to emerge there was a chance I could at least take out his Trebuchets.

I promptly roll a 1. Some disappointing and quite colourful words follow my dice roll. Lucky the kids were inside.

With nothing left to do we roll up a magic phase and I use 6 dice to power up the casket targeting his lord which wounds him and drop the remaining champion. The second casket attempt is easily dispelled.

The archers are all destroyed in combat and the Knights reform to face the remaining stalker.



Bretonnia Turn 5

The KOTR charge the remaining stalker whilst the Lord takes his fury out on a nearby Casket.

The Trebs scatter from the remaining casket.

Combat is your guess.



Tomb Kings Turn 6

What can I do with these stalkers? Let's roll and see. I roll a 2.

I power the casket up for one final phase and the Lord passes his test with flying colours.



Bretonnia Turn 6

Just some re-shuffling and the Trebs can't do anything to the casket.

Result - Bretonnia Victory

Conclusion: Ouchies. From the top I was due for an arse kicking and I don't think the dice helped the cause at all. Whilst I couldn’t roll very good to save myself my brother was the opposite making the majority of his saves with his Knights and of course a few frustrating wards here and there just to rub salt into the wound.

Firstly it was very difficult to write a report on that.

I certainly didn't help myself with a few moments in the game but its slowly dawning on me that I don't think Arkhan fits my playing style and secondly I don't think I'm going to change my playing style. You have to be super aggressive when running Arkhan, there is no way around it. Go on the offence from turn 1 whereas I for whatever reason prefer the 'counter strike' army which just doesn’t work with Arkhan I don't feel.

The stalkers not arriving was just sheer frustration and its a hard reminder of the random elements of this game but also I should try and do my best to eliminate the 'random' factor of my army. I want definite elements to my army.

On the chariots they were going alright up until the Bowmen charged in. Its something I certainly didn't anticipate and admittedly I'm my own worst enemy as I explained to my brother it’s a good option for them as they wouldn't really be shooting at anything that turn and they'd be adding combat resolution which directly equates to crumble damage. Anyway I guess that's the way I'm going to help my brother become a better player at the expense of destroying myself. :)

I've really got no idea where to go from here in regards to list construction. I want to use those two awesomely painted Necrosphinx I've got sitting gathering dust though that's for sure but whether or not I can watch them get one shotted off the table with a Trebuchet remains to be seen.

As per usual though, those Ogres sitting in the glass cabinet continue to entice me with tales of glory.

Next game is this coming weekend right before a few hours of Borderlands 2. For my brother I actually told him he should drop the Pilgrims and get a third lance with a single Paladin in it. Perhaps even Questing Knights for something totally different and the models are great.

Anyway, I've got a bit of thinking to do and work out where my army is heading from here.

Thanks for reading and as usual I look forward to the bombardment of comments. :)

Wednesday, August 30, 2023

Vengeance Rising - Battle 30 - Tomb Kings vs Bretonnia

Well I originally hadn't intended to do up a battle report for this game but with a bit of time up my sleeve I decided I'd create one.


The game was dawn attack with the random deployment, it wasn't too bad for me however it split up my brother's Bretonnian army and really put his hammers into the centre and the Pyramid was going to cause them some problems (hopefully!!).

My list:

Arkhan
High Liche Priest - Level 4, Dispel Scroll, Lore of Nehekhara
2 x 20 Archers - Musician
20 Archers - Standard
3 x 5 Horse Archers
4 Necropolis Knights - Champ, Standard
4 Necropolis Knights - Standard
3 Stalkers
Hierotitan
Casket of Souls
2 x SSC

Bretonnia list:

The Green Knight
Pegasus Lord - Virtue of Heroism
BSB - Virtue of Duty, Sword of Might
Paladin
Damsel - Lore of Life
Damsel - Lore of Beasts
5 KOTR
10 KOTR
20 Bowmen
4 Pegasus Knights
12 Grail Reliaque
2 x Trebuchets

Deployment:


Spells:

Arkhan - Spirit Leech, Caress, Doom & Darkness, Purple Sun, Soulblight
Priest - Cursed Blades, Smiting, Desert Wind, Vengeance
Damsel - Amber Spear, Wildform
Damsel - Earth Blood, Regrowth

Tomb Kings Turn 1

Everything moves forward to gain better positions and to get Arkhan into range next turn. I wasn't planning on moving the unit of archers in the building all game and they had great view on anything coming up to try and take out the beloved casket of souls.

I managed to get off Incantation of Vengeance (3 diced) and Light of Death (6 diced - IF) rips through the enemy army dropping some models here and there.

SSC manages to chip a single wound off a treb whilst the other scatters badly.

Not a bad start.



Bretonnia Turn 1

Some general movement to get units into better positions. Bowmen reform to protect the Treb from the Horse Archers. The Green Knight emerges from the rocky outcrop and looks to charge either the Archers or the Necropolis Knights.

The magic phase sees regrowth heal some damage back from the casket and a failed Amber Spear attempt.

Hierotitan is killed with a rock on his head taking him out in a shattering display of bone.




Tomb Kings Turn 2

Stalkers arrive and move on next to the small block of KOTR. I reform my Knights to face the Green Knight and the second unit to threaten the Pegasus Lord. Arkhan's bunker advances slowly to get into range and the Archer unit near the Green Knight reform into ranks. The Horse archers move to charge the Trebuchet next turn.

Arkhan fails his first casting roll (12 dice phase..and missed out by one, really missed that Hierotitan!) so that was a real piss off. Once again I'm lucky enough to get Vengeance through and this is failed to dispel onto the KOTR bus. I Light of Death the Pegasus Lord but he passes his Ld test.

The Stalkers produce one misfire however they manage to take out the 5 KOTR leaving the paladin alone who with the Grail Vow simply ignores the damage.

One of my stone throwers scatters from the BSB killing some bowmen whilst the second misfires unable to shoot next turn.



(Ignore me moving the GR in this image!)

Bretonnia Turn 2

The Pegasus Lord charges the west SSC making the distance easily. The Green Knight charges into the Knights whilst the Pegasus Knights charge into the Horse archers (more of a wall than a rocky outcrop...)

The lone Paladin turns to face the Stalkers whilst the Damsel leaves the nearby unit who prepare for combat. The Bowmen garrison the nearby tower.

Wildform is cast onto the Pegasus Knights whilst a Regrowth on the nearby Bowmen is cast IF resulting in each of the Damsels taking a wound.

The first Treb scatters whilst the second lands onto the Necropolis Knights killing one immediately and wounding two others.

In combat the Lord and Pegasii combats are over before they begin with the Lord opting to overrun off the table in order to gain some protection from a next turn Knight charge.

The Green Knight opts for his S6 blade and does a few wounds and I lose another wound to crumble. Being Ethereal and with no magic attacks the best I could hope for would be to tarpit him but he was eventually going to break through.



Tomb Kings Turn 3

My Horse archers charge into the Trebuchet and that's it for charges. I figure my Stalkers have a better chance at destroying the Paladin via the gaze than in combat but I should have thought harder about this in regards to the over run it may have given me but not to worry.

Horse archers move up and the Necroknights turn their attention back. Arkhan's unit moves up towards the KOTR 'corridor'.

In the magic phase I attempt a Purple Sun which my opponent scrolls to block his KOTR advancing. He then dispels Vengeance on the KOTR and this allows me to sneak through Doom & Darkness on the Pegasus Knights and Soulblight onto the Green Knight. Finally Light of Death goes through onto the Pegasus Knights doing 4 wounds and causing the unit to run away.

The Horse archers drop a few Battle Pilgrims. Stalkers do nothing to the Paladin. Doh.

In combat the Trebuchet crew manage to drop a single Horse archer before I can take one out and they pass their break tests with the BSB nearby easily.



Bretonnia Turn 3

The Paladin combined with the Battle Pilgrims charge the Stalker easily.

Pegasus Knights continue to flee but don't make it off the board.

The Peg lord returns to the battle sighting Arkhan's unit. The KOTR lance finally flee to curses moves into a position to charge either Arkhan or destroy the Necropolis Knights.

The magic phase is uneventful with Wildform dispelled and Regrowth healing some wounds on the Trebuchet.

In combat the Stalkers are smashed up (Paladin reforms to face Horse Archers, Pilgrims to face TK line) and the single Horse archer drops another crew member however they're hanging around. The Green Knight only manages a single wound this round preventing any crumble damage.



Tomb Kings Turn 4

The Horse archers move into a position to charge the Damsel next turn.

Arkhan unleashes a IF Purple Sun which stops just short of the KOTR not what I was hoping for however it's probably the second best outcome. Arkhan decides not to jump into the Realm of Chaos this time and I lose 1 magic dice. Soulblight gets through onto the Green Knight whilst my attempts at Smiting to heal the wounds on the knights are dispelled.

My Horse archer is finally taken down my plebs. Yay. The Green Knight unmoved by the Soulblight continues to chip away at the Knights leaving me with two models left.



Bretonnia Turn 4

After much though my brother takes the gamble and declares a charge with the KOTR lance through the Purple Sun attempting a swift decisive strike against the armies Hierophant to take down the army. The Knights confident in their ladies blessing level their lances and command there steeds. The make the distance through the swirling vortex however only the unit champion, Damsel and the BSB emerge out the other side. Ouch. (Question - do I gain any power dice/dispel dice for these wounds next turn??)

I did try and convince my brother to charge in his Peg Lord as well into the rear of the unit but he opted to move him into a better position rather than give the Necropolis Knights a shot at him.

Wildform is dispelled on the KOTR.

In combat the BSB declares a challenge and Arkhan accepts both copping a wound. The Damsel is torn from her horse and torn apart whilst Knight champion puts a wound onto the archers and I crumble and fail to reform. :(

The Green Knight finally destroys the Necropolis Knights.




Tomb Kings Turn 5

My archers charge the flank of the Green Knight to tie him up again but it would be for a lot less but I couldn't let him into Arkhan. The Horse archers charge the Damsel (don't know why he didn't flee - Bretonnian Pride I think).

In the magic phase I throw a Doom and Darkness onto the Bretonnian Lord and then a 6 dice casket goes IF onto the Pegasus Lord again taking him out of the game. Without the Damsels my brother is pretty powerless to stop any of the magic.

The remaining catapult hits true onto the Paladin and turns him into paste.

In combat I kill the champion however the BSB and Arkhan fail to make any scratches on one another.

The Green Knight minces a few skeletons however I reform into ranks.



Bretonnia Turn 5

The Peg knights move to take out the Horse Archers next turn.

In the shooting phase the Trebuchet takes a few more wounds on the remaining Knights unit whilst the Bowmen take out 2 Horse Archers.

Finally Arkhan drops the BSB and I reform the unit into a single file facing the Green Knight whilst he destroys the remaining block of Archers and reforms to face Arkhan.




Tomb Kings Turn 6

Arkhan jumps into the nearby tower and leaves the archers to their doom.

Magic phase is uneventful with some wounds healing here and there.

Shooting takes out the Battle Pilgrims.



Bretonnia Turn 6

Green Knight charges the remaining Archers. Pegasus fail to charge the Horse archers but shooting takes care of them.

In combat the knight wrecks house and crumbles the rest of the archers.



Result - Tomb Kings Victory

Conclusion:

As I stated in the army list section I'm really not sure about this list. Perhaps I didn’t use my Knights as aggressively as I should have? Firstly Arkhan is a beast with Death Lore there is no doubting that but it certainly requires you to get close to the enemy and also keep an open channel in order to throw the odd purple sun out. The game winner for me though is Doom & Darkness, that spell is critical in ensuring that further casualties in the magic phase and shooting phase will run away. It's a shame I lost the Hierotitan so early on otherwise I may have been able to use it to Spirit Leech the Green Knight and even get rid of the Lance that turn with D&D and artillery fire.

The level 4 was critical in getting off Vengenace in the opening turns, the ability to really control the movement phase is key however I'm still amazed why people don't run the gambit and just move the unit, especially when my brother had re-growth available. Always thinking about dropping this for a level 2 though.

Core did what it had to as always. I know Veritas wants to see more chariots and I'm thinking about it but that is as far as I've gotten.

In regards to the special choices this probably wasn't a great battle to showcase the knights. I had a single unit purely to catch the Green Knight and feed him wounds whilst the second just absorbed damage from the Trebuchet. The Stalkers were great but they're another unit I'm going get beastly with and make my opponents shudder when they emerge and I'd love to have a second unit of them in the list.

Onto rare choices with the above comment I could drop the Hierotitan and have a second unit of stalkers but then I lose out in the magic department of turning those high rolls into near impossible/bordering on dispel scroll for my opponent.

Will have another game this coming weekend at some stage but would love to hear people's thoughts on lists in regards of what to drop/add.