Sunday, 28 March 2010
ME campaign - Turn 3 - Empire vs Daemons
Deployment - Daemons
From the right we have 8 Seekers of Slaanesh, a big block of Horrors of Tzeentch, there are like almost 40 of them, making that unit a level 4 wizard. There is also a Herald of Tzeentch in there, a level 2 wizard that also improves their ward save. Next we have another unit of 8 Seekers cavalry and finally a little obscured by that forest is a second big block of about 35 pink horrors with a herald.
So as you can tell, they have spent lots of points on magic, I think they have like 13 power dice which is pretty much very absurd in a 1500 points game.
Deployment - Empire
On the right flank are two units of six core knights, five pistoliers, a helblaster, eleven flagellants... In front of that hill are 20 greatswords with the BSB in it. On the hill are ten crossbowmen and a cannon just outside this picture.
The empire left flank looks like this. There is that cannon on the hill. 30 swordsmen with the hero level general, a warrior priest. Six more vanilla knights, and a captain on a pegasus. Now, that captasus guy has the Aldred's casket of sorcery that can steal spells from wizards within 12 inches. Sadly, the horor units both have the Gift of chaos spell that hits everyone within 12 inches, so it will be very risky to use that casket.
Daemons turn 1
The daemons surge forwards to get within range of all their spells. The seekers move forwards a bit as well. Onwards to the dreaded magic phase...
The first thing that happens is that the horrors try to shoot a Bolt of change on the knights on the left flank. They miscast, six horrors die and they lose a magic level. The magic phase contunues as a total failure, I think they don't manage to cast one single spell. Deamon player not pleased.
Empire turn one
It seems stupid to stay back and get blasted, should those 13 power dice manage to roll a bit better next time. The empire move everything forward to get into combat as quickly as possible. Those seeker units can charge almost anything anyway, so some knights that can hopefully take the charge ride up in front of them. The helblaster, the cannon and the crossbows all shoot at the horror unit to the right, killing about six, knocking them down a magic level as well. The pistoliers fail to kill anything but at least they stay out of the charge arc of the seekers.
Daemons turn 2
As shown here, the captasus didn't move up to use his Casket, so he is just waiting around to hopefully get a flank charge on any seekers that
charge the knights on the empire left flank. The seekers seem confident they will manage to avoid that by breaking the knights. We will see about that.
The other seeker unit charge the knights on the right flank. They better break them, or they will get flanked by that third knight unit.
Yeeah... so much for a 1+ armour save. On the right flank the seekers run down the knights and overrun into the helblaster, which basically means they will wipe out all of the empire shooters in a couple of turns.
...aaand on the left flank it is the same thing, the knights got spanked, I think they caused like six wounds and the knights failed three saves at 2+. They killed a couple of seekers in return, but they were outnumbered by fearcausers, so...
And it got much worse for the empire as a matter of fact. As you can see, the swordsmen led by the general failed their panic check because those knights got run down to the left. The remaining knights on the right flank also had to make a panic check, which they failed, and off the board they went.
Empire turn 2
The remains of the empire right flank move up to threaten that unit of horrors. They are really vulnerable to the Gift of chaos spell here, but if the daemons' magic continues to suck, they should be able to surround the horrors and beat them. The General manages to rally those swordsmen that panicked and we'll see if they can do something later on.
No significant damage was done in the shooting phase.
In the combat phase, the seekers of course destroys the Volley gun and continue into the crossbows on the hill. Carnage guaranteed.
Here is a picture of the other seeker unit on the empire left flank. The captasus charged them in the side in an attempt to wipe them out; there were only three seekers left. Sadly he fluffed all of his lance attacks, the pegasus killed one seeker, and he was outnumbered and auto-fled... off the table.
Deamons turn 3
The horrors charge the flagellants, which wasn't very expected. The left side seekers move up to march block the swordsmen and the left block of horrors move up to threaten the greatswords.
Note that up to this point, the deamon magic has done fuck all. They have killed a couple of swordsmen, and that's it.
Here the Gift of chaos goes off at least, though. Some flagellants and greatswords die, and so does one pistolier. That was all that happened that magic phase, so now those horrors to the right are going to get surrounded. Before that happens, they munch through a few flagellants though, just for good measure.
Empire turn 3
Charrge! Greatswords and pistoliers both pass their fear tests and gang up on the horrors. The swordsmen move up to protect the rear of the greatswords, whose rear in turn is soon going to be threatened by the other horror block.
This is the result of the close combat phase, The horrors get horribly decimated but kill a couple of flagellants in return.
As expected, the empire gunline is no more. The seekers have really put on a performance this game. Now both the seeker units are free to threaten the swordsmen from different angles.
Daemon turn 4
Now THIS was interesting... The three seekers that killed the knights and captasus charge the swordsmen in the flank. I think there was still over 25 of them left, despite all those power dice. The seekers win the combat, break them and run them down. Three fast cav models beat a huge block of infantry led by the army general. Err... yeah, so that's daemons for ya. Or perhaps it rather shows the quality of the empire state troops.
Some more horrors go down, but after instability checks and all that, there is still ONE wound remaining on that herald, so the empire forces are still stuck in combat for one more turn. Could be bad for the greatswords, since the other horror unit is now within charge range from behind there. You can see their movement tray just in the upper left corner of the picture (the horrors in the upper right corner are just dead).
Empire turn 4
Finally the herald goes down, but it's really too late to turn and meet the rest of the approaching daemons. those empire units are really sitting ducks there. What you see in this picture is all that's left of the empire army, by the way.
Daemons turn 5
Naturally, all the daemons charge in, and there is not much to do in this situation, the last flagellant is killed, the greatswords break and die and the pistoliers get surrounded and beaten up. The empire forces are completely wiped off the table and the battle ends in a total massacre.
Now, this battle took some wierd and unexpected turns. The daemons had spent a ton of points on magic, and they failed miserably in almost every magic phase. They had 13 power dice, the empire had 3 dispel dice, and still practically no spell went off. It was really the seekers that won the day. They killed the whole empire army almost on their own.
On the campaign map, the empire will still be able to take one bit of land, since they chose the Land grab event. The daemons had the "All of nothing" event, giving them SEVEN Empire points for this massacre, so they can really expand this turn. The daemons have picked All or nothing every turn from the start, but they haven't won any battles up to this point, so they will expand from one single territory to about four.
The second battle this turn is between dwarfs and dark elves. So, that one
is coming up soon.
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