I will throw one in!
This was
a standard 2250 battle, with no special scenario stuff
I had
Grail
Lord
BSB with
Valorous Banner
Damsel
12 Errants
11 KoTR (with BSB)
10 Grail
Knights (with Lord and Damsel)
16
Archers with Banner
12
Skirmishing Archers
2x 24 Men
at Arms
3x 5
Yeomen
Trebuchet
Dave had:
Vamp Lord
2x Vamp
Thrall
3x 5 Dire
Wolves
5 Black
Knights (with Thrall)
20
Skeletons (with Thrall)
20+
Skeletons (with Lord)
20 Drachenhopf Guard
2 units
of 20 zombies (I think, there were alot of zombies by
the end
so I
don't rightly remember)
Deployment
On the
Bret left: I had the Trebuchet and ranked archers on a hill.
I also
had a unit of Yeomen in front of the unit of Errants.
Dave
had a
unit of wolves, a unit of zombies, and the Black Knights.
Center: I
had a unit of Yeomen, Men at Arms and the Knights of the
Realm,
with the BSB with the Empathy virtue (that lets him use his LD
12"
to peasants). He had his Lord and unit, and another unit of
skeletons.
There were two buildings in the center of the board.
On the
Bret Right: I had the other Men at Arms, the last unit of
Yeomen,
the skirmishing Archers, and the Grail Knights. He had a
unit of
skeletons (with Thrall), the Drachenhopf Guard and
the rest
of the
wolves.
VC turn 1
Not very
eventful. Everyone shambles. Magic is mostly dispelled,
though a
few skeletons and zombies are raised.
Bret 1
Left -
Yeomen move forward and angle to bait the Black Knights.
Archers
kill 3 wolves. Trebuchet scatters.
Center -
Yeomen position to bait the Lord's unit. KoTR and MaA move
up a
little.
Right -
Yeomen skirt to the far right to engage wolves. MaA
move
up. Grail
Knights prepare to charge. Archers didn't do anything
major.
VC turn 2
Left -
Black Knights charge the Yeomen who promptly flee. Zombies
move up
to flank the Errants after their inevitable charge
against
the Black
Knights.
Center -
Lord's unit charges the Yeomen, who flee. Unfortunately, I
failed to
remember just how short a failed infantry charge goes. The
Men at Arms
are sad.
Right -
The wolves move away from the yeomen, behind a small forest.
The
skeletons move ahead of the Drakenhopf guard, cutting
off the
charge
angle from the Grail Knights. Magic happens and is mostly
dispelled.
Again, some zombies did get raised.
Bret turn
2
Left - Errants CHARGE! Yeomen Rally.
Archers finish off wolves, and
Trebuchet
scatters. The Errants wipe out the Black Knights
completely
(and take no injury), and attempt to overrun.
Unfortunately
for me, they don't get far enough to escape the flank
charge
from the zombies.
Center - KoTR CHARGE! Yeomen rally and move to assist on the right.
The
combat is completely one-sided, with the Vampire Lord failing to
slay a
single knight. A unit of zombies stares ominously at the
flank of
the KoTR. Men at Arms decide that they are not in
range to
charge
the flanking unit of zombies, and so instead attempt to march
up to
block them. They end up being 7 3/4" away, and so cannot march
and leave
the flank wide open.
Right -
Grail Knights CHARGE! Yeomen chase the wolves behind the
forest.
The MaA move up to face the Drachenhopf
Guard in the event
that the
Grail Knights get stuck and flanked. The archers didn't do
anything
worth remembering. The Grail Knights liquify the
entire
unit of
skeletons including the Thrall. They attempt to overrun past
the D.
Guard, but again fail to escape their charge arc. The Grail
Knights,
though immune to psychology, were extremely nervous.
VC 3
Left -
Zombies CHARGE! The Errants, though taking no wounds,
are
broken. They
flee but are not caught. This causes the Yeomen to
flee
again.
Center -
The Zombies CHARGE! the flank of the KoTR. The KoTR Champ
gets in
combat with the Lord, and wounds him! Once again, NO wounds
are
caused to the now seemingly invincible Knights. The Men at Arms
are
nervous. The skeleton unit is down to about 9 guys and the Vamp
is
sweating.
Right -
D. Guard CHARGE! Wolves not in the forest CHARGE! the
unit
of Yeomen
that arrived from the Center to help. Other wolves move
further
away from Yeomen behind forest. The D. Guard strike! WHen
the dust
clears, 0 Grail Knights are dead! The D. Guard with the
combat,
but the G. Knights hold. The wolves kill a Yeomen, and
they
kill two
wolves. In the end, one wolf remained.
In magic,
the VC Lord managed to heal him some skeletons.
Bret 3
Left -
Yeomen fail to rally and nearly flee the board. Errants
rally,
and prepare to face the Zombies again. Archers damage the
zombies,
and Trebuchet has a minor misfire.
Center -
The Men at Arms FAIL THEIR LD TEST AND DON'T CHARGE! The
Knights
luck has run out too, and do not do significant damage to the
undead.
Combined with the flank, the KoTR are autobroken, but not
caught.
The Men at Arms flee as well. The Center officially belongs
to the
VC.
Right -
Men at Arms move to flank the D. Guard. Yeomen finishes off
the last
wolf and draws a bead on some summoned zombies that are
making
their way over to deal with my peasants that are threatening
the D.
Guard. The Yeomen shoot at the last wolves, and also position
to charge
the other flank of the D. Guard. Since the Lord moved over
now, the
Grail Knights hold on to win combat by a couple (and have
yet to
take a wound).
VC 4
Left -
Zombies CHARGE! Errants win handily, and seriously
deplete
the zombies.
Center -
Lord charges the Knights off the board, and the MaA run off
with
them.
Right -
Summoned zombies prepare to charge the MaA, who have
prepared
to charge
the D. Guard. In combat, the D. Guard finally get busy
and
kill 3
Grail Knights. The Knights lose by 4. If they flee, its game
over. They hold on a 5.
In magic,
some zombies were summoned to contest the left Bret quarter.
Bret 4
Left - Errants finish off zombies. The archers and Trebuchet don't
or can't
do anything of significance.
Center -
ahem.
Right - I
declare three charges to assis the Grail Knights. I
fail 2
out of
three LD tests on LD 9. Luckily the one I passed was the MaA
to
CHARGE! the flank of the D. Guard. The Brets win combat big (even
the Men
at Arms took one down with his Halberd!), and there are only
a couple
of D. Guard remaining.
VC 5
Left - A
summoned unit of zombies moves into the VC left
quarter to
contest.
It sure is handy to be able to summon free zombies with
armor and
shields just like they were naked zombies!
Center -
Lord reforms to get closer to the battle on the right,
hoping to
affect the remaining D.Guard with Hellish Vigour. He does
not.
Right -
Zombies CHARGE! the flank of the MaA,
who pass their panic
test. 4
wolves CHARGE! the Grail Knights in the flank too, but
only
contact
the Lord, who promptly squishes them down to one. The Brets
lose by
one, but outnumber, so the MaA pass their test as do
the
Grail
Knights.
Some
zombies were summoned to the rear of the MaA fighting
in the
right. Great.
Bret 5
Left -
The Errants try to CHARGE! but
are out of range. So much for
securing that quarter.
Center -
I look at in dismay (though I was contesting with some
yeomen)
Right -
Yeomen that were around the back of the forest that failed to
charge
last turn CHARGE! the flanking zombies in the flank!
Some
Yeomen
also fled into the forest (my memory is foggy as to what
happened
here, though I am certain it had to with something that was
summoned).
The resulting combat went to victory for the Brets,
and
the Grail
Knights were free of combat!
VC 6
Left -
The zombies inflated to over 20, daring me to charge.
Center -
Vampire Lord gets a manicure.
Right -
The MaA are CHARGE!d in the rear. Somehow, the Peasants hold
on with
some wicked Halberd work, and take the combat to a draw.
Bret 6
Yeomen
who were fleeing rally.
Left -
The Errants wish they could summon knights.
Center -
Right -
The Grail Knights move away to avoid any wacky pursuit
moves. The Peasants run
out of luck, and are autobroken (1 unit of
Yeomen
and a unit of MaA).
Final
score - I don't remember, but it ended up being a draw in my
favor.