The following battle took place online via the medium of Battle Chronicler, Dicelogger and MSN messenger. It was the first outing for my Warriors of Chaos, and the testing of an flying army for the Bretonnians
Warriors of Chaos
*
CL Chaos Lord Extra Hand Weapon, Mark Of Khorne, Armour of Damnation, Collar Of
Khorne
303 points
*
EH1 Exalted Hero
Extra Hand Wepaon, Mark Of Khorne, Juggernaut of Khorne
179 points
*
EH2 Exalted Hero
Extra Hand Wepaon, Mark Of Khorne, Juggernaut of Khorne
179 points
*
CW1 14 Chaos Warriors
Standard, Musician, Banner of Swiftness
287 points
*
CW2 15 Chaos Warriors
Full Command
300 points
*
CW3 15 Chaos Warriors
Full Command
300 points
*
CK1 5 Chaos Knights
Standard, Musician
230 points
*
CK2 5 Chaos Knights
Standard, Musician
230 points
*
Total: 2008 points
Bretonnia
*
BL Bretonnian Lord
Royal Pegasus, Armour of Midsummer Sun, Lance, Shield
214 points
*
P Prophetess
Level 4, Life, Royal Pegasus
275 points
*
Hero
*
BSB Paladin
BSB, Royal Pegasus, Birth-Sword of Carcassonne
145 points
*
D Damsel
Level 2, Life, Horse, Channeling Staff
130 points
*
Core
*
KotR 8 Knights of the Realm
Standard of Discipline, Command
231 points
*
PBS 15 Peasant Bowmen Skirmishers
105 points
*
MaA 28 Men at Arms
Full Command, Halberds
167 points
*
Special
*
PK1 6 Pegasus Knights
Full Command
360 points
*
PK2 3 Pegasus Knights
Full Command
195 points
*
Rare
*
FT1 Field Trebuchet
90 points
*
FT2 Field Trebuchet
90 points
*
Total: 2002 points
Ollie rolled up the scenario (Battle for the Pass) and set up the terrain.
I won the rolls for both picking the table edge for deployment and for choosing who deployed first.

On to the battle.
Ollie chose to pray to the Lady, meaning I got first turn.
As 5 of my 7 units are frenzied there were leadership rolls to take across much of the force. Both CW2, and EH2 failed these tests and were forced to declare a charge against the nearest enemy, both rolling too low to succeed, and moving forward 6" and 3" respectively.
Everything else in the army marched forward to close with the enemy.
With no magic, shooting, or combat it was Ollie's turn.

The KotR and BSB both charged EH1 (who I had left stupidly far forward, I need to learn to hold back fast units more), on the other flank PK1 charged CW2, and in the centre PK2 failed there charge, galloped into the river, which was revealed to be a "River of Light" and the unit received "Speed of Light", giving WS and I of 10 until their next movement phase. The Bret Lord and Prophetess did a bit of manoeuvring, and then it was time for the magic phase.
Ollie rolled two 4's for the Winds of Magic, with no additional bonuses, giving him 8 dice with which to cast spells, and giving me 4 dice with which to stop him. My decision not to take a wizard was about to be tested.
Beginning with his Prophetess Ollie cast Throne of Vines, as spell that would have boosted all the effects of his subsequent spells. Rightly or wrongly I dispelled this, at the cost of using 3 of my dice. Ollie now held a significant advantage, having six dice against my one. He proceeded to cast Flesh to Stone on PK1, giving them toughness 6. Shield of Thorns was then cast on the KotR, with the intention of wounding EH!, but caused no damage. Finally the Damsel attempted to cast Dwellers Below, but thankfully for me failed.
It was then onto shooting. The PB shot at the knights in front of them, but failed to penetrate their armour. This poor showing was more than made up for by the trebuchets who shot at a unit of knights each, and continuing their impressive accuracy from the last game, both dropped their projectiles bang on target, killing two knights in CK1, and a single knight in CK2, losses ill afforded by such small units. CK1 passed a panic check and held their ground.
Close Combat began with the Bret BSB challenging EH1. The Hero proceeded to land a horrific number of attacks, inflicting 2 wounds on his opponent. I return the BSB wounded the EH once. Both mounts proved useless and failed to cause damage. Faced with a full unit the EH fled (the coward), and was run down by the KotR, whose pursuit brought them into contact with the second unit of chaos knights.
CW2, fared little better than the hero, failing to inflict any wounds on the T6 Pegasi Riders. In return they lost four of their number, losing combat. .Unlike the Hero they held their ground, losing frenzy, but continuing the fight.

With time pressing on we paused the game at this point.
Hopefully that isn't too difficult to follow. Abbreviations should match the map.
Moving onto the next turn CW1 and EH2 will all need to pass Ld test to avoid what will most likely be foolish charges against bowmen, or the Pegasi Knights in the river, respectively. CW3 will be charging into the flank of KotR and will hopefully be making a better showing than their kinsmen on the other flank. CK1 will charge the bowmen in front of them, hoping to survive the hail of arrows no doubt aimed at them.
So far, it's all still to play for. The trebuchets have hammered the knights, but both units are still functioning. The magic phase could have gone much worse for me, but for the moment I stand by not taking a wizard as he wouldn't have improved the situation much. (85pts+25 for scroll would mean dropping too much from the rest of the force). Combat should have been much much better, and dice willing the Chaos Warriors should prove their mettle in the my turn.
Turn 2- Warriors of Chaos
The Chaos Knights charged the Peasant Bowmen to the east of the river, inflicting heavy casualties and routing and running down the unit, continuing their charge into the Men at Arms unit, who fled to behind the field trebuchet.
On the west flank the Warriors and second unit of knights charged the Knights of the Realm and beat them in combat, routing them, but failing to catch the fleeing unit as they crossed the river. The combat between the Pegasi Knights and the second unit of Chaos Warriors continued as it would for many turns.

Turn 2- Bretonnians
The Battle Standard Bearer charged the Chaos Warrior unit pursuing the Knights in the flank and best them in combat. The second unit of pegasi knights charged the chaos knights in the flank. Meanwhile the Knights of the Realm continued to flee as the Men at Arms reformed. On the east flank the Bretonnian Lord charged the Warriors and challenged the Chaos Lord to a duel, causing a wound on his opponent. Once again the other unit of Warriors held their ground against the Peagasi knights

Turn 3- Warriors of Chaos
To the south the Chaos Knights charged the trebuchet, killing the crew and causing the MaA to flee the table as their comrades were cut down. The challenge between the two Lords ended in spectacularly bloody fashion as the Chaos Lord hacked his opponent down with an impressive number of hits, the watching Gods awarded their champion and extra point of toughness for the feat of arms.. Once again the Pegasi Knights and Warriors refused to give in and continued to fight

Turn 3- Bretonnians
The Pegasi knights in combat with the chaos knights broke and stayed just ahead of their pursuers. At long last the stalemate between the Pegasi knights and the warriors was broken as the warriors fled, with only the champion remaining,. The Prophetess and the Battle Standard Bearer both took occupancy in the central watchtower, the Prophetess resurrecting some of the fallen Knights of the Realm.

Turn 4- Warriors of Chaos
The champion continued his flight while all the remaining units manoeuvred to attack the enemy. The Chaos Knights in the south destroying the second Bret. war engine. The second knight unit assaulted the watchtower but did little harm. The Exalted Champion ran down the remaining Pegasi knight

Turn 4- Bretonnians
The Pegasi knight ran down the fleeing champion as the knights of the realm rallied and the prophetess and battle standard flew over to support them.

Turn 5- Warriors of Chaos
The force was woefully out of position to face the resurgent enemy and manoeuvred to get back some semi balance of an attack formation.

Turn 5- Bretonnians
Using their superior movement the Brets encircled the Chaos force, but remained out of combat.

Turn 6- Warriors of Chaos
Charges were declared all round and mostly failed horribly. Both the Battle standard and the pegasi knights elected to flee these charges however. The Chaos Knight unit routed the Knights of the Realm and turned to face the prophetess.

Turn 6- Bretonnians
The fleeing knights and standard rallied, but the game was done.

Conclusion
The Warriors of Chaos won the game. Mainly due to killing the Bret Lord and the sheer staying power of the knights.
A good battle, and quite interesting towards the final stages as the armies got more ragged, and the Brets superior movement began to show through.
I've come out fairly happy with my army design, with only minior tweaks to make and a spell caster to add in. Also, mark of khorne may be dropped from some units as they were just a little unpredictable.
Conclusion 2
Blogger does not handle images terribly well. Hopefully everything is in the right place, but buggered if i'm going to check. If I can overcome formatting problems there should be more of these to come, or possibly just a link to them, as I suspect this will eat the first page.

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