Deployment - Daemons & Vampire counts
Assigned to take care of the empire's left flank is a big block of bloodletters, some fell bats (just bases, it seems), a unit of Flesh hounds and two characters; a Tzeentch herald riding a flying disc, and a daemon prince.
There is the watchtower, by the way. The two aforementioned daemon characters are up in the left corner of this picture, and further right is a horde of grave guard and lots of skeletons. Finally, we have more dawgs behind the woods.
Deployment - Empire
On the far left flank are a couple of war machines; a helblaster and a cannon. To the right of those we have a unit of spearmen, a big block of halberdiers, a Captasus, loads of swordsmen, a popemobile, 20 greatswords, a mage and some handgunners.
Finally a unit of outriders, some flagellants and two units of crossbowmen. And beer.
Turn 2
No pictures of turn 1, it seems. The swordsmen are trying to bonk the daemons out of the tower, with mediocre results this far. The herald of Tzeentch made a suicide move to cast a purple sun on the halberdiers, which they survived and they then chopped him up. Now they seem to have managed to get a flank charge on the flesh hounds. The daemon prince is nowhere to be found. He probably got a cannon ball up his arse.
On the other side of the tower the greatswords and the arch lector are fighting the grave guard, while the flagellants have got a charge off on the other hound unit. They always end up getting munched up by dogs for some reason.
The fell bats have charged the empire war machines, but got charged by the spearmen in return. Meanwhile the bloodletters are preparing to roll up the whole flank.
Turn 3
The swordsmen have cleared the tower, and are reforming to face the grave guard (for some reason the empire player doesn't seem to think the pope and greatsword will last much longer). The halberdiers have killed the flesh hounds and the lone mage enters the tower. Looking pretty good this far.
Turn 4
Oops, the greatswords have run away! The flesh hounds have eaten the last flagellant and Prepare to charge the mage in the tower. The skeletons have been shot up pretty badly, but there are plenty of corpses to raise new skeletons from.
The flesh hounds charge the tower but fail to kill the wizard. The arc lector has been killed, but the war altar is keeping the grave guard stuck for a little while longer. The skeletons are getting shot up, but turn to face the tower.
The bloodletters have made short work of the spearmen and are now threatening the humans from an akward angle. The swordsmen turn to face them, hoping the war altar will survive for a little while longer.
The pegasus charges the weakened skeleton unit to keep it away from the tower, and it actually manages to make them all crumble. The flesh hounds that attacked the tower have been shot to pieces.
Turn 5
The war altar finally succumbs to the grave guard, who now turn their attention to the tower. The wizard finds it best to leave at this point, as the halberdiers enter the tower. The swordsmen are keeping the bloodletters away.
Turn 6
One way or another, the grave guard manage to take possession of the tower at the last minute, which gives them the victory.
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