Friday, 11 February 2011

ME Campaign 2 - Turn 6 - End of turn






















Most of the free tiles are grabbed by the bad guys. The orcs even reach the dwarven capital. The good guys are actually in last place right now. Dun-dun-duun!

Empire size turn 5
Dwarfs (white) - 9
Empire (blue) - 5
Vampires (black) - 7
Daemons (red) - 9
Dark elves (purple) - 11
Orcs (green) - 5

ME Campaign 2 - Turn 6 - Empire vs Daemons & Vampire counts

With the Dark elves busy elsewhere, the daemons and vampires gang up on the empire. It turns out to be a Watchtower scenario again. Since the daemons won the last watchtower scenario, it seemed appropriate that they started the game with a unit in the tower. Probably bloodletters.






















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.

ME Campaign 2 - Turn 6 - Dwarfs vs Orcs & Dark elves

The Orcs have tired of getting smacked around, and call for help from their dark elven allies. They launch a combined assault on the nasty dwarfs to hopefully end the stunties' winning streak. The dark elves strike a (very) temporary truce with the Daemons which lets them operate unhindered.














Deployment - Orcs & Dark elves
A screen of harpies is protecting the Dark elven elite force, consisting of a big blocks of witch elves and executioners. To the right is a Caoldron of blöd and a master on a pegasus. A huge unit of spearmen, led by some characters is preparing to cross the bridge.














On the other side of the creek is a block of orcos negros, some trolls, a manticore, lots of savage orcs, a small unit of cold one knights, a war hydra and a rather large amount of dark riders.














Deployment - dwarfs
From left to right: a gyrocopter, three bolt throwers led by a master engineer, 40 iron breakers in deep formation, a unit of hammerers led by the mandatory shield surfing lord, a cannon, a block of ordinary warriors, another cannon, thunderers, long beards and a gyrocopter...














...a grudge thrower and a bolt trower on the hill, 20 or so slayers and lastly 20 dwarfs with crossbows on the far left flank.














Turn 1
The bad guys close the distance while the dwarfs hold back and shoot away. The dark riders suffer some severe casualties (what are they doing over there anyway?).














The cold one knights are having a bad hair day, their steeds rather sniffing around for badgers than moving forwards. They obstruct the hydra's path so it gets a small vacation.














Meanwhile the dark elves are crossing the river. The water turns out to be quite lethal, so teh witch elves have to wait for the executioners before they can cross the ford. The dark pegasus charge the gyrocopter, but fails to reach it as it flees. The harpies took some losses and are now fleeing.














Turn 2
Two units of miners arrive from the flank, but one immideately gets charged and chased away by the cold one knights. The savage orcs loose their temper and are forced to charge through the woods and attack the iron breakers. Not an ideal opponent, especially as the woods break their formation, making them loose their rank bonus. The manticore and black orcs charge the hammerers. The dark elf spearmen prepar to charge the longbeards.





















The executioners charge the slayers. The witch elves are finally ready to cross the ford and the harpies have rallied and are now fighting the gyrocopter over a Blessed bulwark.














Turn 3
The iron breakers stomped the savage orcs into the dust, and they now turn their attention to the manticore and black orcs, who just ran down the hammerers and the dwarf lord. The trolls are suffering from shroom flashbacks and stumble around picking flowers while the flaming bolt throwers take them out one by one.














The dark elf spearmen charge the thunderers, who flee and leave the elves panting for breath out in the open. The executioners and slayers are grinding each other down out on the flank.














Turn 5 or something
The spearmen finally ran the longbeards down, but got charged by iron breakes in return. The manticore got a rear charge, but the iron breakers held on for the remaining turns. Meanwhile the slayers all lie decapitated and the witch elves are arriving a bit late to the party.














The gyrocopter chase the harpies away. But all else that remains of the dwarfs is a unit of miners, a couple of war machines and the iron breakers, who fail to spank the spearmen and manticore. So it turns out to be a Solid win for the bad guys.

ME Campaign 2 - Turn 5 - End of turn






















The Orcs finally break the dwarfs' defenses and take a tile. The Vampires extend their border to the Empire, and the Daemons once again are knocking on the Dark elven capital gates. The dark elves build a fortress in the mountains to defend against good guy attacks.

Empire size turn 5
Dwarfs (white) - 9
Empire (blue) - 5
Vampires (black) - 6
Daemons (red) - 8
Dark elves (purple) - 9
Orcs (green) - 3

ME Campaign 2 - Turn 5 - Daemons vs Empire

Yay! Playing outdoors is funky! Plus the pictures get a bit better while the sun is up. This is a Watchtower scenario, so both sides want to capture that tower. The empire starts the game with a unit inside, though. It probably are flagellants, but might be crossbowmen.














Deployment - Empire
A unit of outriders are setting up a good firing position on the left flank. A Helstorm rocket battery is hiding behind the wood. Further left there is a unit of kniggits led by an angry priest and a block of swordsmen with the BackStreetBoy and a mage lord in it.














Further away is a block of swordsmen with another mage, and some more outriders.






















Deployment - Daemons
From the bottom: a daemon prince, some blood letters, a Tzeentch hero on a flying disc, two units of daemonettes...














...a wood full of Khorne dogs, and some Seekers of Slaanesh.














Turn 1
One of the daemonette units charge the tower, but fail to kill all the humans inside. The Tzeentch herald makes a suicide move to cast a Purple sun, but fails and gets charged by swordsmen in return.






















Turn 2
The greatswords get charged by the other daemonette unit while the somewhat decimated unit of Seekers are sneaking up the flank.














The tower people are holding against the daemonettes this far, but the swordsmen wish they were somewhere else when the bloodletters crash into their flank.














Turn 3
The seekers (or rather the remaining one) have chased off the outriders and turn to charge the greatswords. Who, by the way, are doing decently against the daemonettes. The meat puppies prepare to charge the swordsmen.














The swordsmen seem to be doing ok against the blood letters, so the knights decide to charge the daemon prince instead. Bad decision. That bastard has gifts that grants him a lots of attacks and ignores armour saves. The knights get butchered, and the two survivors turn tail and flee. A unit of outriders has run up the field to gun down the last few daemonettes that was assaulting the tower. By the way, all of the guys inside the tower are now dead.














Turn 4
Both outriders and flesh hounds are charging in to even out the fight in the centre.














Oo, there seem to be crossbowmen in that little building. The seeker decides to charge it rather than run around outside and get shot. It wasn't really needed against the greatswords after all; the deamonettes finally broke them and ran them down.

In the end, the empire didn't have anything left to take the empty tower. Neither did the daemons, really. All of the able troops were locked up in fierce combat just outside of the tower. But since the outriders fled in the last round, both the bloodletters and the flesh hounds were closer to the tower than the swordsmen. Barely, but it was enough for a daemonic victory.