The Bretonnian Coast Guard Goes to War
I have a fantasy project log here: http://www.warseer.com/forums/showth...ject-Log/page1
I've been trying to finish off all the options in the book, but in the interim, I've been trying to play whenever possible. This weekend I took them out to a 1 day, three game tournament.
My list was as follows:
Lord on Pegasus with Heroic Killing Blow, ASF sword, and the armour that lets him reroll 1s to wound.
2 blocks of 10-11 knights of the realm with full command (one has the flaming banner)
1 block of knights errant
3 units of 3 peg knights
1 level 4 on heavens (silver mirror and stubborn crown)
1 level 1 on beasts (dispell scroll)
BSB with 1+ rerollable save and the sword of might (local tourney allowed him to take a shield)
paladin with the challenge virtue and the gauntlet of the duel.
10 flaming archers with a musician
Game 1 was versus Jay's High Elves:
For units, he had a large group of white lions (with the plus d3 dice banner), about 20+ phoenix guard (razor standard), 10 archers, 20 archers, 5 dragon knights, and 30+ spearmen.
For characters, he had a bsb(with an impressive save), a L4 shadow who I couldn't hit (except with magic weapons) and a general on an eagle (flaming save, great weapon, good wards).
These pics show my deployment and his:
001 by calebjedwards, on Flickr
I had a my three columns mostly centered, I ended up (after this) with the bsb in the flaming knights, the L4 in the vanilla knights along with the duel-y character, and the l1 in the knights errant.
003 by calebjedwards, on Flickr
He had unkillable mage, white lions, spearmen, phoenix guard, 10 archers... then on the other side, 20 archers in a building (flaming banner) and 5 dragon knights.
004 by calebjedwards, on Flickr
I vanguarded my peg knights up towards him, but out of good charge range (and in bad charge arcs where possible).
005 by calebjedwards, on Flickr
I prayed, and he got the first turn. He shuffled guys up a bit, and the eagles moved to threaten the trebs/block things. The dragon knights started coming towards my poor line of flaming archers who would be very helpless against them.
006 by calebjedwards, on Flickr
More to come...
Last edited by teddet; 21-05-2012 at 00:44.
Re: The Bretonnian Coast Guard Goes to War
Can't wait to see the rest of this!
Re: The Bretonnian Coast Guard Goes to War
After my vanguarding, I'd had a unit of peg knights on the other side of a forest from his main line of guys. I wasn't really sure what to do with them, but on his turn, he moved up the unit of ten archers along with everything else. He also parked an eagle behind them to avoid me charging it. I decided instead, that I would charge the archers. He fled them, but then rolled high enough to put them off the board. Since my pegs were on the other side of a forest, I wanted to redirect into something I could connect with, rather than stumbling into a forest and taking a bunch of dangerous terrain tests.
Looking at the phoenix guard and the spearmen, I thought, one is a clearly better, so the peg knight prepared to sacrifice themselves to the spearmen.
In the back of that picture, you can see that three columns had moved into the center (the level 4 had to come over to try a magic missile to take out his shadow mage). My lord on peg moved over to defend the trebs (his eagle lord had come over to threaten those as well).
So... the pegs got smoked and run down. (They do manage to whiff at inopportune times). I had a unit of archers off him, and he had bretonnia's finest.
On his turn, he moved up most of his units, and the eagle lord decided to flank charge the knights errant. (they're the column in the center above).
I challenged him with my champion, and he ended up whiffing, doing only one wound to the champion. Which meant that I won combat from static resolution, but he managed to hold. (However, I got to turn my knights to face him).
But, now I had a unit of knights errant with no champ to protect them facing off against a killy elf lord. And, if I tried to deal with that, his other units would be bearing down on me. So how do the bretonnians respond to all situations? "Charge!"
My two other columns charged into his spearmen. I thought about taking on one of the other units, but I wasn't sure that both columns could connect with anything other than the spearmen (since they were centered). The spearmen also gave me my best chance of breaking a unit and getting through his lines.
(this is an after picture, but you get the idea that i DID break the unit, even with a couple whiffs)
And, once the two units had cleared out, the way was clear for me to charge my Lord into the rear of his general.
(one surprised high elf general -- btw, I had a potion of foolhardiness on the general which I forgot to use all game).
So -- ASF Lord v ASF Lord, no rerolls . He, of course, challenged, and it was time for the showdown. I was hitting him on 4s... and got 1 hit. Then I whiffed on the wound -- in fact, i might have rolled a 1 and forgotten to reroll it. He rolled his dice next -- needing threes -- and got two hits. That's when I let out a giant sigh of relief, knowing that he couldn't kill my lord -- of course, I'd forgotten about the eagle. Thankfully, he whiffed on his wounds, and so did both our mounts. BUT, I had a rear charge, a muso, a banner, and two ranks. So he was testing on something very low... And was promptly run down by both units:
Back to the story. The astute among you will have noticed that the spearmen unit still exists in this picture:
Despite taking a charge from two thundering units of Bretonnia's finest, the spearmen had outrun them (and managed to stop about an inch from the bottomless cliff that was the board edge).
So, on his turn, he turned his units in to face mine. He also managed to rally the spearmen. The white lions turned outward to face the flanking peg knights, and the cowardly high elf mage ran behind an eagle.
On my turn, I had to decide whether to charge the spearmen with both units, or try to turn and take the phoenix guard on. I decided that I was close enough to the board edge that an overrun would take me off... But he was smart and fled off the board. The bsb's unit rolled a 6 for its charge and made it off the board, but the vanilla knights of the realm (with the L4 and a hero in them, decided they were STILL tired, and stopped a couple inches from the board edge.
Over on my left, the peg knights declined a frontal charge on the white lions and decided instead to dive bomb the mage. Since she couldn't attack me and I couldn't attack her, it was basically a play to lock her in place (and/or get her to fail a L8 or 9 test).
On Jay's turn, things got interesting. The phoenix guard went into the rear of the knights of the realm, and in the magic phase, I let him get off a shadow spell on the pegasus knights that were in combat with the mage... Of course, he then used smoke and mirrors to switch places with his BSB. Oops.
In the combat phase, his phoenix guard did a wound or two to my KOTR, but I didn't care much because I was stubborn on L8. I was planning to pass that, then turn around... except that I failed the first part, and promptly fled off the board... Oops. His phoenix guard pursued to make sure I was gone. (There goes about 750 points).
On the other hand, the high elf BSB whiffed on his attacks, as did the peg knights and the pegasi... BUT THEN, I rolled for stomps and did two wounds... I think he had a 4+, 4+ and he promptly failed both... Dead bsb. And, to make matters worse for him, the white lions decided that this was a scary development and ran off into the middle of the board.
On my turn, I charged the rear of the white lions with the peg knights... and then, since the white lions had fled into range, I charged them a second time with the brave bretonnian archers (bouncing the white lions back towards my peg knights). Knowing that the white lions would be out of range, the bretonnian archers decided to run at an eagle instead.
When I rolled the charges, the peg knights ran down the unit of white lions and the archers made it to the eagle. As you can see in the next picture, they actually managed to kill it.
After that, it was mostly mopping up. My bsb unit avoided the phoenix guard/mage, and his eagle managed to kill a treb. Another unit of peg knights rear-charged the dragon princes, broke them, and ran them down.
(pictured: Brave bretonnians running for their lives)
Once points and bonuses were totaled, it was about 1800:800 in my favor. I also had the secondary objective of table quarters (and i can't remember what the third objective was, but I had that too).
So, off to a good start with an almost max points win. Now on to Orcs and Goblins...
Re: The Bretonnian Coast Guard Goes to War
First, let me apologize, I forgot to take very many pictures of this game, so the pictures start in media res.
This opponent was running Orcs and Goblins. Off the top of my head, a Blorc general with good armour/ward and a Blorc standard bearer with good armour/ward in a block of about 20 black orcs (with the flaming banner).
2x 30 night goblins with spears,
2x20 with short bows (8 fanatics among the night goblins)
2 spear chukkas
1 doom diver
2 mangler squigs
2 orc chariots
3 wolf chariots in a unit
5 spider riders
and a L3 night goblin shaman.
The main objective for this game was to occupy the piece of terrain at the center (in our case a hill). Secondary objective was to occupy as much of the other terrain as possible. Tertiary objective was to win by more than 300 points.
Right away, I knew I was in trouble -- he had a ton of things that would mess up my armour, and the tools to take out my lord on a peg. Thankfully, I got the roll to place first, and picked the side with a convenient building for my lord to hide behind.
My archers went inside the building, and my columns of knights were on both sides (I think errants and bsb/flaming knights on one side, L4 and hero on the other side). Both trebs were on a hill to my left.
Across from me (left to right) was:
20 shortbows, giant, orc chariot, wolf chariots, spears, trolls, blorcs, spears, chariot, bowmen. (Manglas were in frontish).
There were a few forests on the right hand side, he had a hill, I had a building, and there was a third building on the left.
I was pretty confident that I could take any of his units in a fight, but he had so much chaff for me to get through that I was worried. I vanguarded up a little with the pegs (his spider riders blocked it on the left side), but tried to stay far enough back to be out of the reach of manglas. Then I decided that ward saves would be important, and prayed to the lady.
On his turn, he shuffled up a bit, and shot at me with his various no-armour save shooting things. I think I did alright though, only taking 1 or 2 casualties because of ward saves/missed shots.
On my first turn, I figured that the Royal Bretonnian Air Force needed to do something about all these menacing fanatics (and other elements). Plus, his spider riders had come over close enough to menace my left-most trebuchet (foreshadowing, this would turn out to be a moot point).
So, errant knights declare a charge on the spider riders, who flee (sort of on an angle to my left). That means that the left most pegs have a good charge on them, so they go for it too. The spider riders flee again (since they were already fleeing) and bounce through some of his stuff (which holds). I redirect the pegs into the giant (because I'd rather charge it and die than have a stepping stone for him to bounce through to my knights). The errants stumble forward in the general direction of the spider riders.
No other charges were declared, so on to remaining moves. Here's where I think I had 1 stroke of genius and one piece of dumb luck. On my right, the NG spears were beside a forest. I decide that my pegs on the right would fly over the forest, 8 inches away from the gobbos -- triggering any fanatics. Since he didn't want to send them into the forest, he had to send them off at an angle to my pegs, who could then end their move out of charge range on the other side of the forest. (In case you were wondering, that was the smart move -- on the next turn, his fanatics all decided that they really wanted to be in the forest and killed themselves).
In the center, it was a dif't question. His mangla squig had moved onto the hill that was the main objective, and in front of the other big unit of spears. I decided that the central pegs would fly up, trigger the fanatics and weather any storm, then sit on the mangla squig. What I didn't think about was the best way to do it. I ended up flying across the center at a slight angle, and triggering the fanatics in a way that would hopefully send them into the mangla squig. The first two rolled high however, and he picked angles that sent them around the mangla. So instead I had lost 2 pegs before the third fanatic came out. However, I removed the pegs that were furthest from the mangla, so when the final one rolled enough to hit (and kill) my guy, he bounced through into the mangla and they killed eachother. Mission accomplished. If i had it to do over again though, i would have measured my angles carefully and maybe tried to come in in a line where he had to hit the mangla -- or even one that would have put the fanatics more in front of his own troops.
Shooting saw one direct hit on the blorcs (the flaming archers shot at the trolls but failed to wound). The second treb, however, decided to roll a misfire and then blow up.
Combat saw two peg knights get killed by the giant, but the champion managed to hold. So, at the end of turn one, I had lost 165 points killing 60 pts of mangla and a treb (doing nothing), and I had a unit of spider riders fleeing
Re: The Bretonnian Coast Guard Goes to War
Not much memorable happened on his turn except that (I think) i remember the night goblins charging the side of the peg knight (or marching by to get close enough to release their fanatic without much effect -- wait, now I remember, those fanatics took out the other two pegs in the turn before, which was why I only had one peg to take out the giant). Okay, so he shuffled things up (the trolls came relatively far forward), and the giant yelled and bawled at the peg knight champion, who ran. I believe the doom diver blew itself up at this point too.
On my turn, I was at that uncomfortable point in every bret game. He's close enough that he could make a charge, but i'm facing 6 units (not counting the bows, spears and chariot that were out hunting my rightmost peg knights) with 3. So how to make it count?
From right to left, it was giant (with a mangler squig in front of it), orc chariot, wolf chariots, spears, trolls (very close) and black orcs.
I decided that the errants would have to chance the mangla and get out of there by charging the orc chariot and hopefully overruning a good distance. The other two units would try to take out the trolls. Everybody made their charges (flaming knights rolled a 10 to make it in!), and the errants lost about 3 knights to the mangla.
In shooting, the remaining treb scored another direct hit on the blorc unit, and the archers failed to do much of anything.
The errants made short work of the chariot, and then rolled a 4 or 5 for their overrun. Against the trolls we had a discussion about the timing. I felt that he would get regen against the attacks from the knights who did not have the flaming banner (since they were simultaneous), he felt that he would not -- it was kind of bizarre, since we were each arguing for the interpretation that penalized us, but I "won" when we asked around. Then the non-flaming knights totally fluffed, and the flaming ones didn't do much better... But, i still won by enough to break the trolls and decided to pursue with one unit. (This is a perennial dilemma with brets -- i have two giant units with a narrow frontage and long sides. I need to overrun by a LOT to avoid a flank charge on the next turn, and it's hard to reform both units around their center... I usually try to overrun with one, and turn the other the face the charge, but, if it's close, I'll try and overrun with both -- like in the Helf game).
That gets us to the first pictures I took this game: Dead trolls, but some vulnerable units.
(I think those bret archers are laughing at the knights from the safety of their building... but they'd get some payback in the next game).
He charged my flaming knights with the night goblins (to hold them in place), and his blorcs went into the side of the unit. His boar chariot went into the other unit.
On the left side of the board, his giant and wolf chariots turned around to menace the errant knights.
On the other side of the field, the night goblin spearmen fell into my wonderful trap... I'd left a unit of peg knights on the far side of a forest, so that if he charged me, his unit would be in the forest, and therefore not steadfast when i won. Except that my pegs whiffed their wounds (needing threes, they rolled 1,2,2,3 or something to that effect), and I lost combat by the musician! And then the pegs decided that they would flee (L7 test), but roll a 5 for flee distance... ) Oops. I did the mathhammer after, and I think the combat is statistically a tie which the night goblins win with the musician. So i shouldn't have put the pegs there. (I also should have been more careful with my fleeing lanes).
(Pictured: Pegaus Knight for dinner).
The central combat was uneventful (I held, and didn't lose too many guys). I broke the orc chariot, but restrained so I could charge into the side of the blorcs.
On my turn, i did just that, charging into the side of the blorcs. The lord peaks out to see if he can catch anyone napping, and the errants make a fateful decision. I would need to test to march or to combat reform. I decide that I'd rather combat reform and go 8 inches forwards because i think that would get me out of the charge arcs faster... But the knights errant decided they would fail a leadership 8 test. So the peg knight champ, who had survived the fight with the giant was called into service to sit in front of the wolf chariots and keep them from flanking the errant knights and getting 3d6+3 impact hits at s5.
(pictured: a bunch of stinking errants who couldn't pass a L8 test... and a very angry peg champion)
At this point in my narrative, I realize that the knights errant combat actually happened about 1 turn ahead of the other combat I'm describing, so what really happened on this turn was that the giant charged the knights errant, who failed another L8 test and ran off the board in terror. (They're definitely getting demoted). The peg champ sighed in disgust, and then was run over by 3 goblin chariots.
(not pictured: a bunch of scared knights errant and a very disgusted pegasus champion)
Re: The Bretonnian Coast Guard Goes to War
Okay, the rest of the game was really about the battle in the center. I played like a dope both times and forgot that Craig's wizard was sitting directly in front of me on one wound. In what ended up being the last turn of the game (all through it I thought I would have another turn), I flank charged the blorc unit with the bsb's unit. He challenged with his blorc general and I accepted with my damsel so I could actually get some hits on the unit. Except that my unit (Only two files of which could actually fight), did a grand total of 1 wound to the orcs. The unit that was flanked actually stepped up and did a ton of wounds to the night goblins, but both units held. I was hoping to get the night goblins to flee at least so I could turn my unit and claim the center objective.
I also wasted a few magic dice casting a comet that never came down (next time I will check the time on those late turns :lol: )
Instead, neither of us got the points for the main objective, and he won the secondary and tertiary objectives. I got a couple bonus points, but it wasn't much. All in all, a very good game. I had to sacrifice a lot to get in combat. It seems to me that maybe I should have been a bit more patient and/or strategic in how I pulled out the fanatics. I also wish I'd passed one of those two L8 tests with the knights errant (but what can you do -- stop charging into things? Not likely :lol: ).
Re: The Bretonnian Coast Guard Goes to War
This game was against a chaos horde. Off the top of my head, he had a death wizard, a bsb and a nurgle L2.
3 units of 5 warhounds, one giant (40-50?) unit of khorne marauders with great weapons, 6-8 chaos trolls, 8 nurgle ogres, 20ish nurgle warriors, and 5 Knights of Chaos with the mark of khorne.
In his deployment, the warhounds went in front, and the rest went across the board from my left to right in the order I listed it. The general went in the marauders, and the bsb and L2 went in the warriors.
I had a building in my deployment again, so i put the archers in there. Both trebs went on a hill to my left, the knights errant and the regular knights (with L4 and bsb) went to the left of the building (with the general hanging around) and the flaming knights (with L1) went to the right.
(please don't blow yourself up on the first turn!)
I vanguarded the pegs up a little, but not enough to get them in good charge range, and gave him the first turn. He moved everything up, and the khorne Knights, which were way out to the right, started angling in. Magic didn't do much, and it was my turn.
At this point, a slight digression. I thought i had the game won -- all I had to do was fly my peg knights over his units and turn them around. My knight buses weren't close enough for him to charge, and then I would get to hit up to three units with combined front/rear charges -- assuming I didn't lose more than 3 knights, it would be +6 static res. All I had to do was not charge... But guess who decided to fail 2 leadership 7 tests and charge into the trolls. So, the flaming knights decided to charge in to the trolls in support of them.
After I went home, I was flipping through the rules again, and realized I've been playing this wrong. I have been taking the impetuous test whenever I decide not to charge with the knights errant, but I should actually take it AFTER all charges have been declared. I've thought about that move again, and I think it would have been better for me to send the errants in alone and buff them up. If he flank charged them, then I have two potentially strong flank charges (plus I have the peg knights).
But instead, I had committed two lances of knights, and had to protect them if they failed to beat the trolls. ...
so, how to block 3 giant blocks of troops from coming into the side of my knight blocks? The answer was peg knights.
There was a pesky group of warhounds threatening the trebs on one side, so one set of peg knights went into them.
The other two units sat in front of the rest of his units at angles that would draw him away from the combat if he charged.
The remaining block of knights shuffled to face a bit more to my left (in case they could get a flank charge), and the general moved up to sit off the corner of one of the knight buses (this would come back to bite me later).
Well... the peg knights killed the warhounds and reformed to face into the battlefield from the left. The two knight buses smashed through the trolls and ran them down.
On his turn, he charged the leftmost peg knights with his marauders, and the rightmost one with his warriors:
(Pictured: my general being an idiot and my knights cleaning troll goo off their armour).
Both units of pegs got smashed, and his guys overran. The khorne maruaders went into the peg knights who had previously smashed the warhounds. BUT, this meant that they were perfectly set up for a juicy rear charge from my bsb knights on my turn... except that my general was blocking the way! In the end, i was able to make the charge, but I only got 1 file of knights in contact.
Then came the magic phase. I think I rolled 12 dice. First things first, I figure I'll hit a bubble on the heaven's 1 spell (reroll 1s). 4 dice seems good . But nope, my L4 decides to go with 3 6s and super miscast. Guess who has the puppet? If you said my warriors of chaos opponent, you are correct.
But he didn't even have to use it, because I rolled a 4, blew up about 6 knights, and had my L4 sucked into the warp. (oops). This was also the bus of knights that had just gone into the rear of the khorne marauders...
At the same time, his khorne knights have been coming over to menace my two blocks of knights that had broken through the trolls. So, my level 1 thinks, maybe a Wissans will protect them a bit more... 4 dice... two sixes! And then she rolls a 4 too. However, she DID avoid getting sucked into the warp, and a few more guys made their ward saves. UGGGH
At this point though, I'm pretty sure I've lost. I've taken out 1 unit of trolls, but he has field position on me, and I just blew up my best chance of killing his general...
Re: The Bretonnian Coast Guard Goes to War
However, my opponent's dice had not given up on me. In combat, my single file of knights (and my peg knights) killed enough marauders for me to win combat. Due to my earlier miscast, he was steadfast, but managed to roll a 10 and ended up run down. (That also got me the major objective of breaking my opponent).
The rest of the game is a blur, but there were two important points (IMHO).
First, on my next turn, the L1 decided to use some of my 12 dice (again!) to cast wildform on the knights that were facing off against the Khorne knights (he had fluffed his attacks and we had tied(?) on the turn he charged in -- partly b/c wildform was up irresistably). I decided to roll 6, because I needed a high number to get it through... And I miscast AGAIN. This time she was reduced to a level 0. BUT, it meant that I actually won combat and the khorne knights rolled a 10 and fled (and were run down).
The other key moment came in the bottom of the fifth turn. I'd charged my lord and my unit of knights errant into the nurgle ogres. Since I had no magic left, it was about shooting. I dropped my first template onto the warrior unit that was parallel to the chaos ogres (and which had his remaining characters in it). I always try to roll nearby, but the scatter dice did that thing where they roll halfway across the table... I'd picked a guy close to the far end of the unit, because it was somewhat close to my own units, but, as you've probably guessed, the scatter was 8 inches, and the dice was pointing in the direction of the combat.
My opponent was very gracious as we measured and remeasured to see if the template had hit my lord, or his ogres. Ultimately (after I held the template and he climbed on the table) we agreed that both were hit, but neither was under the hole. On my second shot, I picked the furthest possible guy in the unit, and, guess what -- it scattered 8 inches in the same direction. But by this time we were able to know immediately that it had missed everyone.
Next time, I will definitely premeasure to make sure my templates are more than 8 (possibly 10) inches from my guys. That was a potentially HUGE swing -- 5/6 chance of wounding, then I had a 1/3 chance of saving, and a 1/3 chance of it not doing enough wounds -- so, I think a 20/54 chance (2/5ths) of it killing my lord if the hole is on top of him. Again, my opponent was very kind as we both measured and discussed.
In the end, I'd taken out everything except his bsb, L2 and his nurgle warriors. I still had my three lances, 2 trebs, the lord and the L1 wizard. So a max win to me.
I don't think that losing the lord would have won him the game, but it might have tied it - and the knock-on effects would have been pretty big -- I might not have beaten the chaos ogres with just the lance, and he might have gotten a flank charge on me with his warriors.
So, the big win to me in the third game (and lopsided wins on the tables above us) meant I squeaked into third place, which I was happy about. All in all a great three games, and a great tourney.