1 * Hero @ 98.0 pts
Lance; Heavy Armor; Warhorse
Parrying Blade [20]
Charmed Shield [5]
10 Kislev Winged Lancers @ 338.0 pts
Standard Bearer; Lance; Light Armor; Shield;
Warhorse
War Banner [25]
1 Champion @ [38] pts
9 * Kislev Horse Archers @ 144.0 pts
4 Outriders @ 150.0 pts
1 Champion @ [38] pts
1 Wizard Champion @ 172.0 pts (drew Curse and Teleport Self)
Second Weapon; Warhorse
Dispel Magic Scroll [25]
Rod of Power [25]
7 Pistoliers @ 154.0 pts
Two Pistols; Light Armor
1 Wizard Champion @ 182.0 pts (drew Blast and Move Unit)
Second Weapon; Warhorse
Dispel Magic Scroll [25]
Skull Staff [35]
6 Pistoliers @ 172.0 pts
1 Champion @ [40] pts
Total Army Cost: 2000.0)
approached the field of battle, the wizards informed me of a strange
field emanating from the mummy in the chariot, who is properly
called a
Tomb King. They assured me that it was different than the field
normally
by necromancers to animate the dead, but they could not tell me
how. It
was not until I returned and spoke with a representative of the
Collages
that I discovered the field was generated by a magic item called
the
Tomb King’s Crown. This allowed the skeletal archers to shoot more
accurately than most elves and was what foiled my approach. Not
knowing
of this item, I deployed under the assumption that their archers
would
be only slightly more effective than a similar sized group of our
archers, with their inferior skill and weaker bows being off-set
by
their tireless rate of fire. This would prove a major error as
entire
units disappeared under their barrage. The pistoliers were set
on the
right flank to deal with the archers with the White Wolves just
behind
the tower, able to go either way. To the left of the tower were
the
horse archers and Outriders screening the Winged Lancers and Pistoliers
(with champion) respectively. Both the pistoliers and the White
Wolves
were killed by the arrows of the skeletons on the hill. A bad set
up
considering the Crown to be sure, but not unrecoverable.
Our men proved faster
than the dead and the pistoliers on the right
flank spurred their horses straight towards the archers, with the
White
Wolves coming behind them to destroy the (right, for those of you
wondering) flank of the enemy. The horse archers marched forward,
with
the Winged Lancers coming more slowly behind them. This was a mistake,
again caused by my not knowing of the Crown, as I assumed the Tomb
King
in his chariot would charge them and did not want him to be able
to
re-direct onto the Lancers when the horse archers fled.
The Outriders moved
forward and lowered their weapons at the chariots
(who I was greatly afraid of not knowing they only did d3 str 4
hits
rather than d6 str7), while the pistoliers swung out wide to attack
the
left flank. The guns of the Outriders provided lots of smoke, fire
and
noise, but do damage. The Winds of Magic were barely a breeze (5
cards-
2 power and Drain Magic. Normally great considering he got 5 cards
in
his BoS, but using MOAB rules, Drain Magic does not end the phase,
or
Drain stored cards, it simply dispels any spell starting on a 2+.
TP
simply provides enough power for any spell, but it can be dispelled,
starting on a 6+).
To my surprise, the
Tomb King did not charge, and the horse archers
were instead charged by the foot skeleton block. They fled and
ended up
right in front of the Winged Lancers (damn!). The Outriders fled
the
skeletal cav.’s charge, leaving the Pistoliers a few options as
the
chariots advanced. The vultures left their perch on the hill to
become
nothing more than dark specks high above the field. Two skulls
flew from
the catapults, but missed the Lancers. (Points question- Screaming
Skull
catapult Str 7. d3 wounds, cause a panic test with any wounds-
74 points
VS. Empire mortar str. 7 d3 wounds 100 points. Why?) Then the archers
fired and the pistoliers on the right vanished into the sands (18
hits,
10 wounds, 3 saves), but the wizard made his panic test, though
he was
looking decidedly nervous. The winds of magic then roared across
the
field (he rolled 12 for what he says is the first time ever, I
received
5 power and rebound). Raise the Dead was rebounded into Move Unit
and
here was the second major mistake made. Instead of continuing the
plan
and using the Move to get to the flank, the pistoliers tried to
move
across the field to deal with the wizards. Van Hels which would
have put
the skellie horse into the Pistoliers flank was then scrolled.
A second
Van Hels allowed the foot skellies to interpose themselves between
the
Pistoliers and the archers. Total Power Curse of Years was countered
by
Drain Magic, then Summon Undead Horde was scrolled as I had no
more
dispels.
The Outriders failed
to rally and flee the battle. I ordered the horse
archers to continue out of the Winged Lancers charge path. (Can
I make a
flee move first, then attempt to rally?). The pistoliers charged
the
front and the Winged Lancers the flank of the skellie spears. The
lone
wizard decided to charge the skellie bows (possibly a mistake in
any
case) only to discover to his horror that the skellies have time
to load
and fire at him (8.5” away). He died. The Winged Lancers obeyed
their
training and aimed their lances at the centre of their enemies’
chests,
but without the vital organs to slide into the, the technique proved
that it needs refining against the dead as of their 5 hits only
1
wounded as the trooper, who will be promoted to a champion, aimed
higher
and took one skellie’s head clean off (4 1s to wound, bloody hell).
The
pistoliers showed an appalling lack of accuracy and managed to
blast
apart only one skeleton. The undead struck back and killed three
pistoliers. The combat was not a successful as we had hoped and
only 3
skeletons fell as their magic weakened. The White Wolves moved
up to
charge the archers next turn.
The winds settled down to about their average (7 cards, 1 Power,
2
dispels, escape- great on my phase). The wizard was confused about
one
of his own spells and instead of moving the pistoliers out of combat,
he
attempted to blast the skeletons, but in his confusion, lacked
the
concentration, and the spell was dispelled.
The vultures dove from
the sky, causing the horse archers to flee
the battle. Arrows and screaming skulls then filled the sky dropping
5 of
the 8 white wolves, who stood firm. The chariots and skellie cav.
began
wheels to charge the rear of the pistoliers. In HtH, the Lancers
and
Pistoliers proved more effective and besides those who were killed,
4
skeletons crumbled. The winds were again average (7 cards- dispel,
destroy, power). We managed to destroy Van Hels, at which point,
the
Liche pulled out a damned staff which had the same effect as the
aforementioned spell on the majority of his army. The last of the
White
Wolves fell to the arrows, leaving me alone. Then 13 more skellies
clawed their way from the sand to join the battle with the pistoliers
and winged lancers.
At this point, I sued
for peace (MOAB rules say 4 turn game, so I could
not possibly have won as the skeletal units would not break and
I did
not have the capability to deal enough damage to destroy anything
but
the Skull Chuckers), which the Tomb King was kind enough to grant
with
conditions.”
“Ah, so that is why
you commissioned the strange gold statue upon your
return.”
“Yes, I had to beggar
myself to pay for it, but the men would have died
otherwise, so it seems a small price indeed, for their lives, and
the
bodies of our dead. With the negotiations complete, the Tomb King
retired and we waited for the wizards to bring in a small relief
force
for the march back. As we returned, we were attacked by a Tomb
King
commanding an army for the first time (trying to recruit a new
Japanese
player who has the Japanese rulebook, stopping the possibility
that
everyone attacks on the left because all the rulebooks are in languages
that write right to left, though as a note to any GW employees
there did
seem to be a few important rules, like marching IIRC that were
not
translated.) I almost managed to lose that battle too, (but I will
not
bore you with the details as it was a training game.)
“You did not lose the
second battle then?”
“No sir, though many
again fell to the asp arrows of the skeletons.”
‘Well, there you have
it. You learn from your mistakes and simply lack
experience. Take back your Runefang and your post then get yourself
to
the Library at the Collages so that you may know all your possible
enemies and will be prepared next time you take the field.”
“As you command, your
grace.”
Thanks for reading, comments are appreciated. Here are some lessons learned.
1. Do not abandon a plan without a better plan in mind. In other
words,
try not to panic and stick to the game plan even if you get behind.
2. Read all the army lists and magic items so you know what you
might be
facing.