27 Feb 2010
This was a pleasant little pick-up game I had down at the local GW. A simple 1000pts each side pitched battle. It was a while back so this may be a wee bit patchy in places.
My list was created pretty much on the spot.
Bruiser with great weapon and heavy armour, sat in the Ironguts
Butcher with Halfling Cookbook
3 Ironguts with standard
4 Bulls with additional hand weapons
2 Leadbelchers
8 Trappers
Bull Rhinox Rider with heavy armour, additional hand weapon, standard and warbanner
His list:
Paladin general on horse with Wyrmlance (S3 breath weapon), sat in the Knights of the Realm
Paladin standard on horse with Virtue of Duty (+1 combat res.), sat in the Knights Errant
Damsel on foot with Chalice of Malfleur (Potential +1 dispel die, potential wound every turn), sat in one of the Archer units
5 Knights Errant with full command
5 Knights of the Realm with full command
2 units of 10 peasant bowmen
Trebuchet
Nothing out of the ordinary with the terrain. The only notable features were a wood on my left flank and some ruins to my right. The Damsel rolled 'Mistress of the March' and 'The Rain Lord'.
The Bulls and 'Guts, along with the characters, set up in the centre. The Leadbelchers sat on the left flank, the Rhinox on the right. The Trappers took up position in the woods, in a prime position to do some baiting for the Leadies (particularly on the Errants).
The Knights of the Realm sat opposite the Bulls in the centre, one unit of Peasant Archers faced off against the Rhinox, whilst the Errants, Damsel, Trebuchet and remaining Archers took up position opposite the Leadies.
Turn 1
He prayed for the blessing, so I got first turn. The Leadies edged forwards a little, the Trappers moved out of the woods into the path of the Errants. The Ironguts advanced as fast as possible whilst the Bulls and Rhinox maneuvered in such a way that the Knights of the Realm would have to charge the Bulls and get flanked by the Rhinox, or be charged. There was no shooting for me. The Butcher cast Toothcracker on the Bulls (so they would hold up against a charge) but Trollguts was dispelled. He took a wound off Toothcracker.
His army remanined stationary, apart from the Knights of the Realm, who edged back a little. The Errants passed their 'unruly' test so did not charge the Trappers. The Trebuchet misfired, leaving it unable to shoot this turn. The Archers on the right took a wound off the Rhinox. The Archers on the left, needing 5s to hit and 6s to wound, shot down the Butcher.
Turn 2
Annoyed but unperturbed, I advanced. The Ironguts moved closer, as did the Bulls and Rhinox, still keeping the pressure on the Knights of the Realm. The Trappers threw sharp stuff at the Errants, but did nothing.
The Knights of the Realm continued to edge back. Everything else remained stationary, apart from the Errants who failed their 'unruly' test and charged the Trappers. The Trappers fled about 4 inches, getting run down, but now the Leadies were in a prime position. He cast 'The Rain Lord' on the Leadies, screwing up my plan as they were now hitting on 6s with shooting. Not good. The Archers on the right did nothing to the Rhinox and the Trebuchet missed, but the Archers on the left killed an irongut and made the unit panic.
Turn 3
Things were beginning to look bleak already but I was still in with a chance. The Ironguts rallied, the Bulls marched further fowards, and the Rhinox marched right into the faces of the Peasants that had wounded it, scaring them off the board. Having few options, and with a chance of doing some meaningful damage with a splash of luck, the Leadies charged the Errants. They killed one, lost an Ogre in return, and were run down.
The Errants began to wheel around the wood, hoping to catch the Ironguts and Bruiser in the rear. The Damsel too moved into the woods, as the 'Guts were bearing down on the Archers she was previously attached to. The Knights of the Realm moved back again. Possibly his plan was to keep the Bulls and Rhinox away from the rest of his army - if so, it was working. The Damsel cast 'Mistress of the Marsh' on the Ironguts. The Trebuchet misfired again and was destroyed in a freak accident. The remaining Archers took a wound off the Ironguts.
Turn 4
Not good. After checking the rules to see whether single characters did not march block or could not be march blocked, it turned to be the former and the Ironguts were slowed to a crawl, the Archers tantalisingly out of reach. The Bulls and Rhinox moved around the ruins the Knights of the Realm were hiding behind so that they could not escape - they had to charge the Rhinox or steel themselves to be charged by either units.
The Errants continued to march around the woods. Next turn they might just be able to charge the 'Guts depending on the distance. The Knights of the Realm move closer to the Bulls, out of sight of the Rhinox, and within the minimum distance for the Bulls' impact hits. The Wyrmlanche wounds a Bull. 'MotM' is cast again and the Peasants pick off another Irongut - it's now just the standard and Bruiser.
Turn 5
The Bruiser and his chum move forwards another 3 inches. Great. The Bulls finally charge the Knights of the Realm, and the Rhinox positions himself behind them, ready to catch them if they flee. True to Ogre form, the Bulls fail, kill one, and are run down. FACEPALM. The Knights of the Realm are now far away from the Rhinox and in a position to flank the Bruiser.
The KotR flank the Bruiser. The Errants move up a little further. The damsel gets off 'MotM' again, meaning the bruiser and his mate will die if they flee. The Archers shoot the far-off Rhinox to no effect. Combat goes predictably. The standard is kebabed on the lances of the KotR, and the Bruiser is run down.
Turn 6
Piddle-farts. I've lost. The Rhinox moves closer to remnants of the Bretonnian army.
The Bretonnian army moves a little closer to the Rhinox. 'MotM' is out of range, thank God.
Turn 7
The Rhinox charges the Errants, who pass their terror test. Combat goes well - the Rhinox takes a wound, but kills 3 of the Errants and runs them down, taking him straight into the KotR! I could still do this!
In the resulting combat, the combined force of D3 S6 impact hits, 4 WS4 S6 attacks, and 4 WS3 S4 attacks kills a single knight. The Rhinox takes a wound. The combat is a draw. Or it would be, if there wasn't a musician in the unit. The Rhinox flees and is run down. Now it really is game over.
My opponent was absolutely great, really understanding. The kind of guy who will point out if you're using a rule wrong even if it disadvantages him, who will always say there's one less of your models under the template than you think there is. I like to think I reciprocated in kind, giving that extra 1/2 inch on distances and that sort of thing. I've never played him before, and I never expected to find such good sportsmanship in a GW pick-up game.
The pivotal point of the battle was clearly the death of the Butcher. Not only would he have given an extra dispel die, helping me stop 'MotM' and 'Rain Lord', but Trollguts on the Ironguts would have given them an extra two dice on top of that too.
On another note, 666th post! *Latin chorus sings ominously in the background*
My list was created pretty much on the spot.
Bruiser with great weapon and heavy armour, sat in the Ironguts
Butcher with Halfling Cookbook
3 Ironguts with standard
4 Bulls with additional hand weapons
2 Leadbelchers
8 Trappers
Bull Rhinox Rider with heavy armour, additional hand weapon, standard and warbanner
His list:
Paladin general on horse with Wyrmlance (S3 breath weapon), sat in the Knights of the Realm
Paladin standard on horse with Virtue of Duty (+1 combat res.), sat in the Knights Errant
Damsel on foot with Chalice of Malfleur (Potential +1 dispel die, potential wound every turn), sat in one of the Archer units
5 Knights Errant with full command
5 Knights of the Realm with full command
2 units of 10 peasant bowmen
Trebuchet
Nothing out of the ordinary with the terrain. The only notable features were a wood on my left flank and some ruins to my right. The Damsel rolled 'Mistress of the March' and 'The Rain Lord'.
The Bulls and 'Guts, along with the characters, set up in the centre. The Leadbelchers sat on the left flank, the Rhinox on the right. The Trappers took up position in the woods, in a prime position to do some baiting for the Leadies (particularly on the Errants).
The Knights of the Realm sat opposite the Bulls in the centre, one unit of Peasant Archers faced off against the Rhinox, whilst the Errants, Damsel, Trebuchet and remaining Archers took up position opposite the Leadies.
Turn 1
He prayed for the blessing, so I got first turn. The Leadies edged forwards a little, the Trappers moved out of the woods into the path of the Errants. The Ironguts advanced as fast as possible whilst the Bulls and Rhinox maneuvered in such a way that the Knights of the Realm would have to charge the Bulls and get flanked by the Rhinox, or be charged. There was no shooting for me. The Butcher cast Toothcracker on the Bulls (so they would hold up against a charge) but Trollguts was dispelled. He took a wound off Toothcracker.
His army remanined stationary, apart from the Knights of the Realm, who edged back a little. The Errants passed their 'unruly' test so did not charge the Trappers. The Trebuchet misfired, leaving it unable to shoot this turn. The Archers on the right took a wound off the Rhinox. The Archers on the left, needing 5s to hit and 6s to wound, shot down the Butcher.
Turn 2
Annoyed but unperturbed, I advanced. The Ironguts moved closer, as did the Bulls and Rhinox, still keeping the pressure on the Knights of the Realm. The Trappers threw sharp stuff at the Errants, but did nothing.
The Knights of the Realm continued to edge back. Everything else remained stationary, apart from the Errants who failed their 'unruly' test and charged the Trappers. The Trappers fled about 4 inches, getting run down, but now the Leadies were in a prime position. He cast 'The Rain Lord' on the Leadies, screwing up my plan as they were now hitting on 6s with shooting. Not good. The Archers on the right did nothing to the Rhinox and the Trebuchet missed, but the Archers on the left killed an irongut and made the unit panic.
Turn 3
Things were beginning to look bleak already but I was still in with a chance. The Ironguts rallied, the Bulls marched further fowards, and the Rhinox marched right into the faces of the Peasants that had wounded it, scaring them off the board. Having few options, and with a chance of doing some meaningful damage with a splash of luck, the Leadies charged the Errants. They killed one, lost an Ogre in return, and were run down.
The Errants began to wheel around the wood, hoping to catch the Ironguts and Bruiser in the rear. The Damsel too moved into the woods, as the 'Guts were bearing down on the Archers she was previously attached to. The Knights of the Realm moved back again. Possibly his plan was to keep the Bulls and Rhinox away from the rest of his army - if so, it was working. The Damsel cast 'Mistress of the Marsh' on the Ironguts. The Trebuchet misfired again and was destroyed in a freak accident. The remaining Archers took a wound off the Ironguts.
Turn 4
Not good. After checking the rules to see whether single characters did not march block or could not be march blocked, it turned to be the former and the Ironguts were slowed to a crawl, the Archers tantalisingly out of reach. The Bulls and Rhinox moved around the ruins the Knights of the Realm were hiding behind so that they could not escape - they had to charge the Rhinox or steel themselves to be charged by either units.
The Errants continued to march around the woods. Next turn they might just be able to charge the 'Guts depending on the distance. The Knights of the Realm move closer to the Bulls, out of sight of the Rhinox, and within the minimum distance for the Bulls' impact hits. The Wyrmlanche wounds a Bull. 'MotM' is cast again and the Peasants pick off another Irongut - it's now just the standard and Bruiser.
Turn 5
The Bruiser and his chum move forwards another 3 inches. Great. The Bulls finally charge the Knights of the Realm, and the Rhinox positions himself behind them, ready to catch them if they flee. True to Ogre form, the Bulls fail, kill one, and are run down. FACEPALM. The Knights of the Realm are now far away from the Rhinox and in a position to flank the Bruiser.
The KotR flank the Bruiser. The Errants move up a little further. The damsel gets off 'MotM' again, meaning the bruiser and his mate will die if they flee. The Archers shoot the far-off Rhinox to no effect. Combat goes predictably. The standard is kebabed on the lances of the KotR, and the Bruiser is run down.
Turn 6
Piddle-farts. I've lost. The Rhinox moves closer to remnants of the Bretonnian army.
The Bretonnian army moves a little closer to the Rhinox. 'MotM' is out of range, thank God.
Turn 7
The Rhinox charges the Errants, who pass their terror test. Combat goes well - the Rhinox takes a wound, but kills 3 of the Errants and runs them down, taking him straight into the KotR! I could still do this!
In the resulting combat, the combined force of D3 S6 impact hits, 4 WS4 S6 attacks, and 4 WS3 S4 attacks kills a single knight. The Rhinox takes a wound. The combat is a draw. Or it would be, if there wasn't a musician in the unit. The Rhinox flees and is run down. Now it really is game over.
My opponent was absolutely great, really understanding. The kind of guy who will point out if you're using a rule wrong even if it disadvantages him, who will always say there's one less of your models under the template than you think there is. I like to think I reciprocated in kind, giving that extra 1/2 inch on distances and that sort of thing. I've never played him before, and I never expected to find such good sportsmanship in a GW pick-up game.
The pivotal point of the battle was clearly the death of the Butcher. Not only would he have given an extra dispel die, helping me stop 'MotM' and 'Rain Lord', but Trollguts on the Ironguts would have given them an extra two dice on top of that too.
On another note, 666th post! *Latin chorus sings ominously in the background*
I don't suffer from mental instability. In fact, I enjoy it immensely.
Gutlord Inquisitor: FORUM FIGHT! Me, I'm betting on the stronghold. Sure, they're outnumbered with thick skulls, stubborn bull-headedness and an inflated sense of self-worth, but hey, they're Ogres.
Gutlord Inquisitor: FORUM FIGHT! Me, I'm betting on the stronghold. Sure, they're outnumbered with thick skulls, stubborn bull-headedness and an inflated sense of self-worth, but hey, they're Ogres.