[C] Beithir (MC) vs Herald (WE), 2k

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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:~ 2 wounds at -1AS on the green Glade Riders
Damn, that was pretty decisive. <.<

Saves for WR:
Ward wrote:Rolling "1d6 >= 5" 3 times

1: 1 = 1 ... failure
2: 2 = 2 ... failure
3: 5 = 5 ... success
2 Dead Wild riders then.

Combat resolution: I have Banner, Warbanner and Outnumber, for 3. You have Banner and Battle std. Both have 4 wounds. But this will change drastically next round... :(

Take your break test, and I'll move on to the last WE turn. :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Herald wrote:
Beithir Seun wrote:~ 2 wounds at -1AS on the green Glade Riders
Damn, that was pretty decisive. <.< Even the fact that you attacked with a dead pikeman, doesn't change the outcome here (as he missed anyway). ;)
I didn't attack with a dead Pikeman. I had 5 in contact (including one on the corner in the front rank); the Glade Riders killed 1 and the Wardancers, Dryads and Wild Riders killed 3 out of 4 from the front rank. I chose to keep the guy on the corner alive and attacked the Glade Riders instead of the Wardancers.


EDIT: Actually, I think you still have horse attacks to do - 1 horse against the Captain, 1 against the right flank and 1 against the left :)


Anyway, it's by the by now

Break test:
Result of the throw of dice "2d6" :

5 + 2 = 7
Passed

Here's the end of turn map:

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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:I didn't attack with a dead Pikeman. I had 5 in contact (including one on the corner in the front rank); the Glade Riders killed 1 and the Wardancers, Dryads and Wild Riders killed 3 out of 4 from the front rank. I chose to keep the guy on the corner alive and attacked the Glade Riders instead of the Wardancers.
Correct. I noticed just after I posted, and removed the false claim, not fast enough, unfortunately. A slight hangover today... ;)

~~~~~~~~~~~~~~~~

WE turn 6, then.

In a desperate attempt to salvage something from the 'Big Fight', I'll charge Sayolon in there, too.

Here are my moves:
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Grey GG exit building in original formation, expands frontage, and moves 2,5 inches.
Green GG turn 90 degrees, and enter building.
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Magic:
Twilight Host on 4 dice on Wardancers:
Cast on 8 wrote:Result of the throw of dice "4d6 >= 8" :

3 + 4 + 6 + 1 = 14 ... success
My only real chance was rolling an IF, scroll away...

Shooting:

6 WW at red xbows, long range
Hitting on 3's wrote:Rolling "1d6 >= 3" 6 times

1: 2 = 2 ... failure
2: 2 = 2 ... failure
3: 4 = 4 ... success
4: 4 = 4 ... success
5: 3 = 3 ... success
6: 3 = 3 ... success
Wounding wrote:Rolling "1d6 >= 4" 4 times

1: 4 = 4 ... success
2: 3 = 3 ... failure
3: 3 = 3 ... failure
4: 2 = 2 ... failure
Scouts and SS at same Xbows
3 shots, long range wrote:Rolling "1d6 >= 4" 3 times

1: 6 = 6 ... success
2: 5 = 5 ... success
3: 5 = 5 ... success
wounding wrote:Rolling "1d6 >= 4" 3 times

1: 2 = 2 ... failure
2: 2 = 2 ... failure
3: 4 = 4 ... success
A grand total of 2 wounds to save.

Then it's those pesky knights:
Grey GG + the 5 Green GG in the second storey, all at short range
15 shots wrote:Result of the throw of dice "15d6 >= 3" :

2 + 3 + 5 + 4 + 1 + 2 + 6 + 3 + 2 + 1 + 1 + 6 + 1 + 6 + 4
:lol: That looks like 7 hits
wounding wrote:Rolling "1d6 >= 3" 7 times

1: 2 = 2 ... failure
2: 4 = 4 ... success
3: 5 = 5 ... success
4: 2 = 2 ... failure
5: 5 = 5 ... success
6: 4 = 4 ... success
7: 2 = 2 ... failure
4 wounds to save

Summary:
2 S3 wounds on Red xbows
4 S4 wounds on Knights

Saves, please? :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:EDIT: Actually, I think you still have horse attacks to do - 1 horse against the Captain, 1 against the right flank and 1 against the left :)
The horse vs the Captain is dead, the others have attacked.

Close combat:

I'll start with the big fight, in the other one Alessandro strikes first. You can roll for him whenever you like.
First out is Sayolon, charging, vs rear rank:
4 attacks wrote:Rolling "1d6 >= 3" 4 times

1: 4 = 4 ... success
2: 3 = 3 ... success
3: 5 = 5 ... success
4: 6 = 6 ... success
4 S6 hits wrote:Rolling "1d6 >= 2" 4 times

1: 6 = 6 ... success
2: 5 = 5 ... success
3: 3 = 3 ... success
4: 6 = 6 ... success
Sorry about that. But I just remembered that you may issue a challenge, making these fantastic rolls void. What do you say? ;)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

First things first - magic. Your Spellsinger can't use 4 dice to cast (for the same reason mine can't use 3 dice ;) ) but you've also reminded me that I have two unused Dispel Scrolls :D I'll Scroll the Twilight Host, but you can use the fourth dice to attempt a Treesinging if you want.

~~~~~~~~~~~~~~~~

Shooting

3+ AS for the Crossbowmen:
Result of the throw of dice "2d6" :

4 + 4 = 8
Both saved

2+ AS for the knights:
Result of the throw of dice "4d6" :

4 + 4 + 3 + 5 = 16
Also saved - those knights are tough as nails :crazy:

~~~~~~~~~~~~~~~

Combat

I won't challenge with the Captain; I'm happy cutting up the Wild Riders :D


Alessandro attacks the Glade Guard:
hitting on 3s wrote:Result of the throw of dice "4d6" :

3 + 5 + 6 + 6 = 20
4 hits
wounding on 2s wrote:Result of the throw of dice "4d6" :

3 + 3 + 6 + 6 = 18
4 dead, leaving you 2 Glade Guard to attack with.
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:First things first - magic. Your Spellsinger can't use 4 dice to cast (for the same reason mine can't use 3 dice ;) )
Sorry, I'll blame it on King Alcohol. :roll:
Beithir Seun wrote:Also saved - those knights are tough as nails :crazy:
15 shots at short range was worth a try... ;)

As there are no rank breaking units in Il Capitane's flank anymore, your Pikemen now have ASF to the front. However, the -2 to hit seems to me only to apply to Charging cavalry (etc). Do you agree?
And what about the 4 casualties from Sayolon, will they occur before your Pikemen Strike First?
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Actually, I anticipated this situation and asked this question over on W-E. They've ruled that once a phalanx has been flanked (even if it later regains it's rank bonus, as is the case here) they do not regain the bonuses from the phalanx rules because the cohesion of the unit has already been lost and can't be regained until they're out of combat.


So even though my pikemen are no longer flanked, they do not regain ASF or -2 to hit while they are still engaged.
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Re: Beithir (MC) vs Herald (WE), 2k

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Beithir Seun wrote:So even though my pikemen are no longer flanked, they do not regain ASF or -2 to hit while they are still engaged.
I'm sorry, that makes it tough for you. Here I was, thinking the elves had really messed it up. :paranoid: Thanks for checking. :)

Ok, back to the Big Fight, 2 dryads and 1 WR to the front:
6 attacks wrote:Rolling "1d6 >= 3" 6 times

1: 3 = 3 ... success
2: 3 = 3 ... success
3: 5 = 5 ... success
4: 4 = 4 ... success
5: 3 = 3 ... success
6: 4 = 4 ... success
Whoops...
6 S4 hits wrote:Rolling "1d6 >= 3" 6 times

1: 1 = 1 ... failure
2: 3 = 3 ... success
3: 4 = 4 ... success
4: 2 = 2 ... failure
5: 4 = 4 ... success
6: 3 = 3 ... success
That's 4 wounds already. :confused:

And the WR horse:
1 attack wrote:Result of the throw of dice "1d6 >= 4" :

4 = 4 ... success
1 S3 hit wrote:Result of the throw of dice "1d6 >= 4" :

1 = 1 ... failure
Wardancers choose Storm of blades again:
6 attacks wrote:Rolling "1d6 >= 3" 6 times

1: 6 = 6 ... success
2: 4 = 4 ... success
3: 4 = 4 ... success
4: 1 = 1 ... failure
5: 2 = 2 ... failure
6: 5 = 5 ... success
4 S3 hits wrote:Rolling "1d6 >= 4" 4 times

1: 3 = 3 ... failure
2: 3 = 3 ... failure
3: 2 = 2 ... failure
4: 4 = 4 ... success
That evens things out a bit, at least... ;)

Finally, the 2 lone GR. Green GR first dice, Yellow the second ones:
2 riders wrote:Rolling "1d6 >= 3" 2 times

1: 2 = 2 ... failure
2: 1 = 1 ... failure
2 horses wrote:Rolling "1d6 >= 4" 2 times

1: 1 = 1 ... failure
2: 3 = 3 ... failure
No comment...

In the fight with Alessandro:
2 GG at Pikes wrote:Rolling "1d6 >= 3" 2 times

1: 3 = 3 ... success
2: 1 = 1 ... failure
Oh, c'mon, will ya! wrote: Result of the throw of dice "1d6 >= 4" :

5 = 5 ... success
:smirk:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Summary:
4 S6 wounds from Sayolon to the rear of Red Pikes
4 S4 wounds to the front
1 S3 wound to the front

1 S3 wound to the rear of Yellow pikes


Now let me see what Tileans are made of! ;)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

No saves for the Pikemen against S6, so no attacks back against Sayolon

6+ AS to the front:
Result of the throw of dice "4d6" :

4 + 6 + 1 + 6 = 17
2 saves, 2 dead

5+ AS to the front:
Result of the throw of dice "1d6" :

6 = 6
Obviously the Tileans are made of sturdy stuff!

(On a side note - these dice are crazy :confused: The good dice rolls seems to have swung around in my favour in the past two turns. Maybe my complaining did some good after all :D )


5+ AS for the yellow Pikemen:
Result of the throw of dice "1d6" :

1 = 1
Nope

~~~~~~~~~~~~~~~~~~
2 Pikemen and the Champion back against the Glade Guard:
hitting on 4s wrote:Result of the throw of dice "4d6" :

5 + 5 + 5 + 3 = 18
4 hits
wounding on 4s wrote:Result of the throw of dice "3d6" :

3 + 3 + 5 = 11
1 wound at -1AS


~~~~~~~~~~~~~~~~~~~~~~

Captain attacks the Wild Riders:
hitting on 4s wrote:Result of the throw of dice "3d6" :

2 + 5 + 6 = 13
2 hits
wounding on 2s wrote:Result of the throw of dice "2d6" :

6 + 3 = 9
2 wounds at -2AS

Horse:
Result of the throw of dice "1d6" :

4 = 4
Result of the throw of dice "1d6" :

5 = 5
Hits and wounds

One of the surviving pikemen in the front rank will attack the Wardancers:
Result of the throw of dice "1d6" :

3 = 3
Misses

The three Pikemen against the green GR:
Result of the throw of dice "3d6" :

3 + 5 + 4 = 12
2 hits
wounding on 4s wrote:Result of the throw of dice "2d6" :

5 + 4 = 9
2 wounds at -1AS

And the three pikemen against the yellow GR:
Result of the throw of dice "3d6" :

6 + 2 + 1 = 9
1 hit
wounding on 4s wrote:Result of the throw of dice "1d6" :

4 = 4
1 wound at -1AS

~ 1 wound at -1AS on the Glade Guard
~ 2 wounds at -2AS, 1 wound at normal AS on the Wild Riders
~ 2 wounds at -1AS on the green GR
~ 1 wound at -1AS on the yellow GR



By the way, I think you still have a Wild Rider (and horse) to attack my Captain - just in case you missed it :)


In the GG combat, the last Guard will be testing on Insane Courage.
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:By the way, I think you still have a Wild Rider (and horse) to attack my Captain - just in case you missed it :)
Thanks, I most certainly did.
2 WR attacks at Captain wrote:Rolling "1d6 >= 4" 2 times

1: 5 = 5 ... success
2: 5 = 5 ... success
2 S4 hits wrote:Rolling "1d6 >= 4" 2 times

1: 2 = 2 ... failure
2: 1 = 1 ... failure
No way! :p And the horse gets killed before it can attack.

Also, I thought you would have more attacks back? Fighting in 4 ranks means all your 18 pikemen can attack, I killed 6, but received only 7 attacks back. AFAIK, you still have 5 attacks remaining to the front...

In the mean time, saves for the WR's:
AS against wound from horse wrote:Result of the throw of dice "1d6 >= 5" :

4 = 4 ... failure
Ward saves wrote:Rolling "1d6 >= 5" 3 times

1: 1 = 1 ... failure
2: 4 = 4 ... failure
3: 1 = 1 ... failure
What can I say? :roll:

Break test for the lone GG:
Insane courage needed wrote:Result of the throw of dice "2d6 = 2" :

2 + 2 = 4 ... failure
Nope.

Let's see if she can make it safely to the woods:
Flee distance wrote:Result of the throw of dice "2d6" :

2 + 2 = 4
Not very likely...
Beithir Seun wrote:(On a side note - these dice are crazy :confused: The good dice rolls seems to have swung around in my favour in the past two turns. Maybe my complaining did some good after all :D )
Somehow, Hamete seems to be responding to complaints, yes! (More so than most humans I interact with, actually...) :p

Your call. :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Herald wrote:Also, I thought you would have more attacks back? Fighting in 4 ranks means all your 18 pikemen can attack, I killed 6, but received only 7 attacks back. AFAIK, you still have 5 attacks remaining to the front...
Well, being as I don't get the bonuses for the Phalanx rules or ASF despite having my rank bonus back (according to the ruling of the W-E guys) I would imagine that it equally applies to the Fight in Four Ranks as well. The only thing I gain from not being flanked is my ranks counting towards CR now I think.

~~~~~~~~~~~~~~~~~~~~~~~~~~

The yellow Pikemen will pursue the lone Glade Guard:
Result of the throw of dice "2d6" :

1 + 5 = 6
6", so the last GG is caught.

~~~~~~~~~~~~~~~~~~~~~~~~~~

For the big combat then - you have 6 wounds, banner, warbanner and outnumber. I have 5 wounds, banner, BSB and 3 ranks. I think that means you lose by 1.
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:Well, being as I don't get the bonuses for the Phalanx rules or ASF despite having my rank bonus back (according to the ruling of the W-E guys) I would imagine that it equally applies to the Fight in Four Ranks as well. The only thing I gain from not being flanked is my ranks counting towards CR now I think.
I couldn't argue your point even if I wanted to. Guess I'll have to trust you on that one! ;) On the other hand, that single ruling can tip the whole game one way or the other. Annoying. I had come to expect ending 6th turn with a bunch of break tests, but not without ANY of the pike rules in function. :D

Break tests at -1:
Sayolon wrote:Result of the throw of dice "2d6 <= 8" :

4 + 1 = 5 ... success
Wardancers wrote:Result of the throw of dice "2d6 <= 7" :

4 + 5 = 9 ... failure
Dryads wrote:Result of the throw of dice "2d6 <= 7" :

3 + 2 = 5 ... success
Wild rider wrote:Result of the throw of dice "2d6 <= 8" :

1 + 5 = 6 ... success
Wardancers are lost then.

Which means you DON'T get VP's for: Sayolon (158), Tallec (175), 2x GG (246), 1xDryads (96), 1/2 scouts (57), 1/2 WR (99), and WW (192), totalling 1023 pts. Meaning you do get 975+100=1075 pts plus table quarters.

You have kept: All characters (592), 1 1/2 Pikemen (447), 1 1/2 Xbows (150) and 1/2 knights (117), for a total of 1306 pts. Meaning I get 991 pts.

As for table quarters, It looks to me like we get one each. In case you agree, we have a draw on our hands, the difference roughly equalling a reckless Wood elf general, 84 pts in your favour. If you had scored three more wounds (well above average, but quite possible) from attacking with ranks in the last round of combat, you would have scored 358 more points, a marginal victory. Two wounds would still be a draw...

Given the handicaps you started out with, and the options for mm positioning in WFO, I have to hand it to you, well done! Thanks for a great game, if you have any analysis to share, I'd be pleased to hear it... :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

I don't want to split straws or anything, but I'm struggling to understand how you've got the numbers you've arrived at :P

I think I get 966(.5) VPs from your army, plus general and one table quarter for a total of 1166 (slightly less than you worked out, so I may have missed something off your list)

You get 740pts from my army (you get 1/2 pts for the wounded Wizard), plus one table quarter - how did you arrive at 991pts? I can't think where you got the extra 150pts from :paranoid:

~~~~~~~~~~~~~~~~~~~~~~~

Still, whatever the result turns out to be I am exceptionally pleased that I even lasted until Turn 6!

I can honestly say that that was one of the most challenging games I have played for a good while, if not ever (and I mean that in a good way). As far as I'm concerned, you demonstrated an absolute masterpiece of how to use a Wood Elf army (up until the point where you got a bit reckless ;) ). If you were perhaps more concerned with winning, I wouldn't have had a chance - it was only when you decided to tackle the pikemen that I got a way back into the game. A lesser man may have simply picked off the Crossbowmen and continued the march-blocking game to whittle the blocks down with shooting, so I have to thank you for sacrificing an easy victory in order to uphold the spirit of the game :)
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Re: Beithir (MC) vs Herald (WE), 2k

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Beithir Seun wrote:You get 740pts from my army (you get 1/2 pts for the wounded Wizard), plus one table quarter - how did you arrive at 991pts?
Herald wrote:for a total of 1306 pts. Meaning I get 991 pts.
Most of the time 1997 minus 1306 equals 691, not 991 pts, so that's probably the error you were looking for. :o Minor victory to the Mercenary Companies, then. :) I forgot to add pts values to my list in the beginning, so it was easy to miss a musician here or an item there, sorry for that.

Thanks for the compliments, but I think much was due partly to terrain, and partly to doing my home work and laying a plan before we started. Then having many more units made it possible for me to deploy reactively, taking control of one flank from turn 1. And the scouts with the Zenith, which I haven't tried before, worked like a charm with this list.

You wondered at some point whether pavaises were worth it. Goddamn, they were annoying! :D If it wasn't for the briarsheeth/amaranthine combo, I don't know what I should have done, even dryads could end up bouncing off them, and shooting them was going nowhere. Somehow using a 160 pt character to occupy a 100 pt unit seemed like an excellent deal. ;)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Yes, the pavaises definitely proved their worth. Suddenly my missile units can hold their own in combat :P

The one thing I'm still not sure about is the knights, specifically equipping them with pistols. It's a cool option (who wouldn't want knights who pack a punch in combat and at range? :D ) but again I think it compromises their role in the army. Instead of having the knights as quasi-Pistoliers, it would probably be a better option to just splash out on actual Pistoliers, rather than the Border Horsemen perhaps. The Border Horsemen have a similar problem; they don't have the BS to be able to move about and still be effective when it comes to shooting, so the light crossbows (great though they are) seem a bit of a waste. I definitely think this army needs some speed and manoeuvrability to counteract the immobility of the pikemen, but so far the Knights and Border Horsemen just aren't making the cut...


Those scouts really proved their worth in this game. Despite the fact that I've made pretty regular use of Scouts in most of my WE lists, I've never actually tried the Zenith banner. I may have to look into it, seeing how effective it was in this game. Combined with the free wood, it pretty much sets them up for the game - just plonk them down right opposite the main enemy units and watch them stumble over each other!


Anyway, if you're up for it, would you care for another game at all? (It doesn't have to be straight away if you're busy). Let me know if you fancy it :)
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Forest Primeval »

Lovely game, lads! Any hope of some end-game fluff? This has been my favorite WFO match (to witness) to date!
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Divinely mysterious, he is inaudible.
Thus he is master of his enemy's fate.
Ramesesis wrote:And our opponents will go: "Oh, noes! Uber-duper supershootysneaky WE pwns everything, CHEESE!"
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Glad you enjoyed the game Forest Primeval! I don't suppose you'd like to share why you enjoyed the game so much (it would be nice to get an outsider's perspective on proceedings :) )

I'll see what I can rustle up in the way of fluff ;)



Interestingly, there's been some discussion over on W-E regarding the pikes rules. The official decision is now that pikes do regain their bonuses as soon as they regain their rank bonus (contrary to how we played) - they would gain ASF, would fight in four ranks, and cavalry, chariots and monsters would suffer -2 to hit.

That would certainly have made a huge difference in the last turn of the big combat. It makes pike blocks slightly less vulnerable in combat, as long as they can clear their flanks. Obviously it would be preferable not to get flanked at all, but it gives a glimmer of hope for any pikemen unfortunate enough to find themselves charged in the flank.
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Forest Primeval »

Beithir Seun wrote:I don't suppose you'd like to share why you enjoyed the game so much (it would be nice to get an outsider's perspective on proceedings :) )
On the contrary, I'd love to! I think it was the combination of a few things:

(1) You both played wonderfully; Herald folded to reckless temptation at the end, but even so, I think it made for a better game. It turned the game away from a typical avoidance fight for the Asrai (which, while tactically sound, is a bit bland. Kudos to you, Herald!). That said, I like how you strapped in for the long haul. You didn't have much choice after you lost your cavalry and scouts, but there was something stoic about it! The constant action made for a thrilling game!

(2) Hamete was a crazy bastard. This feeds into it being a thrilling game. Herald's rolls owned the first half of the game, while you were able to pull out the last half (specifically in combat... and those Knights! Jeez! They were REALLY averse to dying from bowfire!). I felt like a crazy sports announcer while watching this battle play out: "Will the Knights' armor protect them from that horrendous volley of bowfire, or will they settle on being pin-cusions?!"

(3) Last, but not least, two masterful storytellers and a friendly game of Warhammer make for excellent fluff. This was a great game, no doubt, but without the fluff, I think it would have been just that. The little extra background material and insight into the characters made this truly enjoyable to read.

Cheers,
Prime
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Re: Beithir (MC) vs Herald (WE), 2k

Post by Herald »

Beithir Seun wrote:The one thing I'm still not sure about is the knights, specifically equipping them with pistols. It's a cool option (who wouldn't want knights who pack a punch in combat and at range? :D ) but again I think it compromises their role in the army. Instead of having the knights as quasi-Pistoliers, it would probably be a better option to just splash out on actual Pistoliers, rather than the Border Horsemen perhaps. The Border Horsemen have a similar problem; they don't have the BS to be able to move about and still be effective when it comes to shooting, so the light crossbows (great though they are) seem a bit of a waste. I definitely think this army needs some speed and manoeuvrability to counteract the immobility of the pikemen, but so far the Knights and Border Horsemen just aren't making the cut...
The advantage to the pistols on the knights was that it made them more risky to advance upon. It doesn't make them pistoliers, but it protects the knights themselves, and of course creates a little havoc. I think they compliment the pikemen well, but they have to avoid being march blocked, and that should be a job suited for Border riders. If Pistoliers can wear decent armour, they may be better, but Border riders were threatening enough for WE (so I decided to take them out first...).
And the bandits! Cool unit, and a real headache in the beginning. Luckily there weren't many good places you could deploy them. :roll:

@Forest Primeval: Glad you enjoyed the game and the story. The finale is on the tip of my tongue, I have just misplaced my Muse somewhere. Maybe I find her tomorrow... ;)

Yes, Beithir, I would very much like another game with you. Any preferences? I can dig up some other army books at a friend's, if you want to play against something other than sneaky treehuggers.
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Beithir Seun
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Armies I play: Wood Elves, Bretonnians | Sylvaneth, Soulblight Gravelords | Astra Militarum, Tau
Location: Staffordshire, UK

Re: Beithir (MC) vs Herald (WE), 2k

Post by Beithir Seun »

Good points about the knights, and the border horsemen. I'll persevere with them for now :smirk:


I honestly don't mind what you use - I know you're a one army type of guy though, so I have no problem facing Wood Elves again. I can use pretty much any army book though, so do you have any preferences about what you face?
Carrot and Stick ~ Beithir's Blog
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Noble Korhedron
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Joined: 02 Aug 2005, 04:30
Armies I play: Empire, Orcs & Goblins, Dwarfs, "Codex" Marines, Orks
Location: Leinster, Ireland
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Re: [C] Beithir (MC) vs Herald (WE), 2k

Post by Noble Korhedron »

Where can I get the Mercenary Companies list?
Regards,
NK.
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