Howdy! I just got back from vacation, which is why I haven’t posted in two weeks.
This game took place two weeks ago, and I had started writing a report, but did not get to finish before going on vacation (the next day). Since I really don’t feel like watching the entire video I took to write out this report, I’m just going to post what I’ve already written, add a Battle Chronicler image I threw together just now, and hopefully Andrew can write about it in a comment.
I should play a game or two tomorrow night that I’ll write about.
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Back to our regularly scheduled programming, I once again faced Andrew on the WHFB battlefield. I used a list similar to Monday’s, while his had a surprise for me: Cold One Cavalry! This was his first time tabling them.
Like the last report, this one will not be as detailed as usual, but I hope you can follow along and enjoy anyway. If there are extra typos, or things seem a little awkward, I did have a large glass of wine while doing the dishes when I got home, and I’m writing this at nearly 1am. Please forgive me 🙂
- General of the Empire (mounted)
- Captain of the Empire (BSB)
- Battle Wizard (Level 2, Light)
- 21 Swordsmen
- 20 Halberdiers
- 11 Knights of the Inner Circle
- Great Cannon
- Skink Priest (Level 1, General)
- 20 Saurus Warriors
- 20 Saurus Warriors
- Salamander Hunting Pack
- 8 Cold One Cavalry
Like I said, this was Andrew’s first outing with the Cold Ones. He also substituted a second Salamander for more rank and file Saurii. This would pay off later on.
I went with a similar list to the one I took against Steve’s Tomb King. I beefed up the Knights to Inner Circle (S+1), swtiched one unit of Swordsmen to Halberdiers, dropped the Wizard by a level, and improved the Captain-General to a full-blown General.
As the terrain we rolled up had absolutely no impact on the game, I just threw in some cliffs that I think look cool, and were fun to make. The actual game had various hills and a pair of walls, but nothing that mattered during the game.
I’ll make this quick.
By the middle of the game, my Knights were in combat with SW2, doing very well. My Swordsmen were entrenched with SW1, doing very well to stay alive, if nothing else. If not for the courage of the Captain (emboldened by his Battle Standard and the nearby General’s Leadership), they would have died long ago. Instead, the Captain and his diminishing unit held their own round after round of combat. The Cold Ones, who had started just too far away from the battle (they were deployed early), failed a charge that would have brought them into combat with the Great Cannon, which cost them a round of joining the battle and made them the target of a grapeshot attack.
By the end of the game the Knights had rolled over the Saurii, swung around the back and charged the rear of the other Saurii. The Captain managed to survive the Lizard onslaught, and be the last man standing for the Empire…until he was joined by the Halberdiers beside him, and the Knights in back. The Great Cannon had finally succumbed to the Cold Ones, quite easily, who were swinging around to join the battle, but just a couple or turns too late.
The outcome was an Empire victory, which I owe to a) the strength (and Strength) of the Knights, b) the steadfast courage of the Captain (who against all odds survived long enough for reinforcements to join), and c) the misplaced Cold Ones not having the desired impact on the battle that they should have.
I know we will see more Cold Ones in our upcoming battles, so it’s going to be a matter of figuring out how to take them out ASAP. Which also goes for the Saurii. And pretty much any other Lizard unit. I find that with the Lizards, every unit is, at all times, a threat.
Well, we’re facing off again tomorrow night. 1600 points. Oooh. Expect a report from Andrew on that one. He wants to give it a shot, and I’ll either write one on the Malifaux game I play with Loy beforehand, or just spend the time prepping the my next two workbench projects: Outcasts (Dark Age) and Khaliman Republic (Alkemy).
Thanks for reading.