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Tales of a Stranded Ghekkotah (El_Guardian's Battle Reports)

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  • #76
    Originally posted by Boss Salvage View Post
    Great stuff El G, thanks for reporting. Quite the bloodbath indeed

    Still need to check out your video report, even if my Spanish probably isn't up to the task.
    Most of it it's pretty standard stuff so you might be fine.

    Next Battle Report will be a crucial one, the normal games of the league are over and from now on it's a play-off. I will be fighting with the Abyssal player for a spot in the final battle or lose and fight for third place, we'll see.
    Tales of a Stranded Ghekkotah - Salamander Battle Reports

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    • #77
      The local league is coming to an end, and the SALAMANDERS ARE ON THE TOP! The league now turns into a play-off style for the last two games, so we were divided into two groups at the start of the league and the top two players of those groups will now have to play a semifinal and the winners face in a big Final.

      As I've said I ended first on the table, both in attrition AND Victory points and I'm now facing my arch-nemesis, the Abyssal player that is currently undefeated in the league and that I lost to in the last tournament and thus ending second. This game for me is THE FINAL, I don't really care what happens after if I win, but beating this player is very important to me.

      We are now playing Control, and he is taking the exact same list that gave him the Tournament:

      - Horde of Molochs with Elite
      - Horde of Lower Abyssals with Sharpness and Two-Handed Weapons
      - Horde of Larvae
      - Horde of Tortured Souls with Strength
      - Regiment of Horsemen with Courage
      - BSB with Heal
      - Archfiend with Blade of Slashing

      For my list, specially playing against him I always feel the Ancients aren't really worth the points, his defence is usually low and they always feel like overkill. Another problem I always have is CONTROL, it's an scenario I always do badly in because I don't have enough US or Scoring units. So I decided to take them out and split their points for some much needed Durability and Scoring capability. This is what I took:

      - Horde of Tyrants
      - Horde of Fire Elementals with Nimble
      - Horde of Ghekkotah Warriors with Strength
      - Horde of Skyriders with Jar
      - 2 Lekelidons
      - Skylord with Blade of the Beast Slayer
      - Mounted Battle-Captain
      - Mage-Priest with Inspiring, Surge, Martyr's Prayer and Bane-Chant

      DEPLOYMENT




      We roll for first turn and I win it, that is sooo good for me because that means I can make the last move of the game! I'm so happy.

      My idea was to hold the centre as hard as possible while the Ghekottah take the weak right flank and the Skyriders cause havoc.

      His deployment is layered as is usual with him, he place3d his Archfiend hidden behind a house on the left flank.


      TURN 1

      He moves hard but cautiously, facing both his flyers to my Skyriders. He tries to shoot my Skyriders with his Archfiend but only does one wound.

      My turn was very simple too. I move outside of his range but into mine for the most part.

      I know my Tyrants are going to be charged so I position them behind the Obstacles

      I prepare a stand off in the forest against his Lower Abyssals, try to bait his Archfiend with the Fire Elementals and try to win a flank on his Larvae or Mollochs with the Skylord. I have a ton of shooting and it is terrible, really bad luck with my dice this turn. Skyraiders shoot the Tortured Souls and Lekelidons the Mollochs to little or no effect.



      ABYSSALS TURN 2

      He does a tactical redeployment, seeing that my flyers can make him dance all game while shooting he moves both the Archfiend and TS to the middle of the board. His knights move into striking position on my Tyrants

      The Molochs and Larvae stay almost still, he knows I have a flank against the Molochs with my Skylord but I think he is trying to bait me into a charge so he can take him out with his Larvae next turn.

      Again his little shooting is of no use.



      SALAMANDERS TURN 2

      I move the Skyriders on top of the hill and bait his Archfiend with my FE again, I then move my Lekelidons forwards to shoot at better targets and the Mage-Priest behind one of them to keep him safe from the Tortured Souls while being behind the forest keeps him safe from everything else (I make a crucial mistake here that you will see later on, I should really read the league pack more often).

      I know he is going to multicharge my Tyrants next turn with two units, Knights and TS, so I sidestep them to the right so they at least have a chance to hold against two hindered charges.

      I know the exposed flank on the Molochs is a bait, but they have some damage on them and I need them distracted for turn or two, so I charge with my Skylord and for my Battle-Captain I decide that some extra damage on them is better than chaffing up the knights, also I couldn't charge the Knights so it would be a worthless sacrifice and I might need him on the late game, so I charge the Molochs too with him.

      I don't want the Larvae to be able to charge my Skylord so I have to commit the Warriors into the Larvae. I realised I made a big mistake on deployment as I forgot they have Ensnare, and that
      completely kills the Warriors damage output and performance. So, that unit is trapped in there for the rest of the game if I'm lucky and killed if I'm not, not a great start.

      Shooting is again really not great, with both lekelidons shooting the Knights but failing to do any damage and the Skyriders doing little damage to the Archfiend. My Mage though, he must have been really ****ed because a great Fireball put about 4 damage on the Lower Abyssals even in cover.

      Combats go well considering the odds, My Skylord and Battle-Captain do quite well as expected and manage to waver the Molochs, not that it matters much as they have Fury but that means he has to devote one turn to kill one of the two characters instead of something juicier. Warriors do quite well too putting more wounds than expected on the Larvae but still far way from the point of even having to roll Nerve.

      NOTE: In the picture both the Skylord and Battle-Captain are not actually in their real position in the flanks of the Molochs but we just couldn't get them to stand in there.



      ABYSSALS TURN 3

      I know how he plays, I know this turn he is going to unleash his alpha strike on my centre and the result will determine the outcome of the game. I've done all I could to resist it but I can loose the game this turn and I know it.

      He starts by ending the stand-off in the forest by moving his Lower Abyssals into it giving me the charge.

      As predicted he charges my Tyrants with both the TS and Knights, the Molochs counter the Skylord and now for the biggest mistake I made ever, in our League forests are Height 3... You see where this is going? well my poor Mage-Priest didn't but his Archfiend very much did.

      What can I say, reading is clearly Overpowered.

      He makes a mistake too, and it could be a very big one, in his eagerness he starts with the big combat, but my Mage is in Inspiring range! I make my calculations again, and being hindered in average I should expect between 8-9 wounds, and within Inspiring and having Fury that is a very good chance of surviving. He rolls for his Knights, and he rolls out of the box, doing like 7 wounds, at this point I'm already studying damage control and guerrilla tactics for the late game. Then he rolls for the TS, ALL PRAISE THE DIVINE SOTEK, he only does ONE, yes ONE wound! Maths gods to the rescue! He realises now he should have started with the Mages combat but it's too late now, he rolls for nerve and Inspiring is not even needed, they only get wavered but this is why I love Tyrants, Fury!

      The Arch-Fiend kills the Mage-Priest, but only because he has Brutal (among the other 1000 special rules they seem to have) and the Moloch chew up the poor Skylord with ease, then he decides to leave them facing that way to kill my Warriors and freeing up the Larvae.



      SALAMANDERS TURN 3

      The game is looking better than I was expecting right now, my Tyrants holding the centre is massive, I will miss my Skylord but his sacrifice has been really worth it, more than I was expecting to be honest because those Molochs in their blood lust for my poor warriors have exposed their BACK to my two Lekelidons! They are not the best combat units, but a rear charge is a rear charge, 30 attacks on 5s with CS(1) on a wounded units is going to hurt.

      I have a very tough choice to make in the middle, charging the Knights or the TS with my Tyrants, being Hindered really hurts the TS and their Nerve is higher so I decide to try and take down those knights, I charge the Battle-Captain in as well for good measure.

      My FE charge the Lower Abyssals (wasn't sure that was the right thing to do, they are a very powerfull units with that magic item but I think my FE can hold one turn of combat and then kill them in the next one) and my Sktriders move into the centre to shoot the TS, which goes quite well.

      It's combat time and I start with the Lekelidons, those beautiful things go into the Molochs with a blaze of scales and fire killing them, even with a re-roll!! I reform one to face the Arch-Fiend and the other looking at the Larvae. My Warriors bounce off again as predicted.

      My FE manage to waver the little demons but again, with Fury that is irrelevant.

      Tyrants do SO well I actually forget to roll the attacks for my Battle-Captain! they weren't needed and the knights get smashed into a very fine pulp, I reform to face the TS and Arch-Fiend. I Know that damn thing is going to charge into something next turn and kill it, the exposed flank on the warriors is my best bet.

      Game is not looking bad but having no inspiring left can be VERY dangerous .





      Tales of a Stranded Ghekkotah - Salamander Battle Reports

      Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


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      • #78
        ABYSSALS TURN 4

        Loosing the Molochs has radically changed the shape of the right flank and he really has to deal with the Warriors now, so as I would have done he charges the Arch-Fiend into the Flank. He charges the rest into the obvious choices and proceeds to roll dice.

        He starts with the Warriors, and just thanks to that damn thing having Brutal kills them, just rolling high enough, just. DAMN.

        then he moves into the TS and again that unit is really not in a good shape, being hindered and a bad roll meant he only did ONE wound again, he rolls badly and they don't even get wavered! GO TYRANTS!

        In the forest though, his dice decide to overcompensate and he obliterates the poor FE.



        SALAMANDERS TURN 4

        I suddenly realised I'm winning this game massively, not in kill points maybe but with all my shooting alive my late game is BRUTALLY good. I have two lekelidons that can capture one section of the board each, one Horde of flyers that can take any section on the board (all that while shooting the crap out his units) and a Horde in the middle that is wounded but can still hold specially against the weak Larvae. So if I can kill the TS this turn and hold the Archfiend in place this might be a win as he would have to devote two of his units to take the centre section and I would be free to take three sections unopposed.

        I counter the Tyurants into the TS and as the Lower Abyssals are looking in the wrong direction I throw the Lekelidon in the flank as well and the other Lekelidon into the flank of the Larvae (risky move but they hit on 6s and I might need to kill them later on so any damage that can be put down is massive). That Big Nasty demon has to be stopped so I throw my trusty Battle-Captain into him, I only need one wound to ground him so he cannot kill any of my units next turn. I lastly move the Skyriders into the centre to make a swoop into any section of the board that is needed later on.

        Tyrants.... what can be said, each game they get better and better, Vicious makes them so reliable. Held against a huge damage potential, killed a regiment of Knights, held again, and now they killed the TS! I reform to face the Demon and hope my trusty Battle-Captain does what he does best. He almost fails me, rolled two 1s to wound! but still one got through, YEAH! that Archfiend is going anywhere.



        TURN 5

        Not much options left for him, he counters the Battle-Captain, turns and moves the Lower Abyssals towards the centre and charges the Larvae into the Tyrants.

        The Larvae do one more wound, but that isn't enough, the Archfiend does what he is supposed to do and kills the brave Battle-Captain.

        On my turn I take my plan into full strength, IU move the painted Lekelidon at the double outside the arch of sight of the Archfiend and into the centre scoring zone, so he now can't charge anything but the Tyrants and I know they are dead anyway. I keep moving my Skyriders to the left to hold another zone. I shoot everything I can into the Archfiend, because I know if I kill it the game is mine, he has a very high Nerve and I cannot waver him but damage keeps piling.

        My Tyrants start grinding down the Larvae but those damn things won't die.




        TURN 6

        He is starting to realise now what I saw in turn 4, He only has three scoring units, two of them very slow, and even if he kills the Tyrants this turn my late game is so good that I will be killing one of his units for sure before the game ends. His only choice is to kill one of the Lekelidons and the only way he has is the Lightning Bolt on the Fiend. Larvae counter the Tyrants and the Lower Abyssals move even more into the centre.

        His shooting manages to wound the Lekelidon but he doesn't roll high enough and he survives, that much can't be said about the poor Tyrants and they die after an AMAZING performance. He reforms to face the Lekelidons.



        If the game ends in turn 6, I win but just for good measure that Archfiend has to go down, if we move to turn seven that thing will be able to kill one Lekelidon and he can even win the game, so I move the Skyriders even more to the right , turn both Lekelidons to face him, backing one up to capture the top right section and shoot everything at him. He is taken well into double one territory and I don't roll them AND THE ARCHFIEND IS DEAD.

        Right now I'm winning 4-2 (middle section of the opposing half of the table is worth 2 points), we ask a friend to roll for turn 7 and he rolls a 5, meaning this is not over yet.



        TURN 7

        I know he is going to make me sweat till the last second of this game, he does the only thing he can that is to charge the Larvae into the wounded, unpainted Lekelidon, he manages to waver him but he is alive! Game is mine now, notching he can really do about it but I still have to play my turn.

        I charge both the other Lekelidon and the Skyriders into both flanks of the Larvae, while backing up the unpainted Lekelidon. Combat go as expected and I don't roll a double one, killing the pesky larvae once and for all.



        ENDING

        Game ends and I control 3 sections to his one. 4-2 VICTORY TO THE SALAMANDERS, we calculated kill points and the difference was 90!, just NINETY freaking points! This game was by far the closest I've ever played, extremely challenging and just SO GOOD!

        MVPs of the game, the two Lekelidons and the Tyrants, those tyrants killed more than double what they are worth in points and helps the centre againts all odds, love them!

        This Victory means the Salamanders will be fighting in the FINAL against the Forces of Rhordia!
        Tales of a Stranded Ghekkotah - Salamander Battle Reports

        Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


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        • #79
          Excellent play, glad you finally beat him.
          Now go win that tournament!

          Comment


          • #80
            Vengeance! Great game, very well played. I'll wish you luck in the tournament but looks like your Sallies can't be stopped
            BLOODFIRE :: Salamander Battle Reports
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            • #81
              [INDENT]

              What do we have here?

              It seems this year league it's come to an end, and what an ending we prepared! 2500 points, full AMERICAN style. Please picture the great and only Richard Attenborough in your head wearing a Panama hat as I say:

              WE SPARED NO EXPENSE!

              So I was going to play either Rhordia or Kingdoms of Men in the big final game, both extremely good opponents, both armies I don't like fighting as they have big, hordes of Infantry and quite some powerful shooting options. But lets cut to the chase, here is the list I made just 1 hour away from the game:

              SALAMANDERS

              - Horde of Ghekkotah Warriors with Strength
              - Horde of Fire Elementals with Nimble
              - Horde of Fire Elementals
              - Horde of Tyrants
              - Horde of Skyriders with Jar
              - Horde of Ancients on Rhinosaur
              - Regiment of Kaisenor Lancers with Pathfinder
              - Lekelidon
              - Lekelidon
              - Komodon
              - Mounted Herald
              - Battle-Captain with Wings
              - Ghekkotah Skylord with Staying Stone
              - Mage-Priest with Inspiring, Surge and Martyr's Prayer
              - Mage-Priest with Bane-Chant, Martyr's Prayer and Myrddin’s Amulet of the Fire-heart

              Up until that point in time I had a Clan Lord on Fire Drake, but I just knew I needed Nerve and more hitting power so he came out and in came the second Horde of Fire Elementals with a Herald.

              My opponent took a MASSIVE army, I just was baffled by how big his army looked on the table, turns out we actually have the same number of drops but the sheer size if the thing is amazing once deployed (and rightly so as you will discover in the next paragraph), this was it:

              - City Spear militia Horde with Courage
              - Halfling Archers Horde with Jar
              - Halfling Archers Horde with Piercing
              - Dogs of War Horde with Elite
              - Honour Guard Horde with Dwarven Ale
              - Household Knights Regiment
              - 2 Halfling Ranger Cavalry Troops
              - 2 Halfling Howitzers
              - Halfling Iron Beast
              - Duke on Ancient Winged Aralez with Weakness and Blade of Slashing
              - Army Standard Bearer with Banner of the Griffin
              - Wizard with Bane-Chant and Inspiring
              - Wizard on Winged Aralez

              Writing this report though I found out that he made a mistake taking his miniatures onto the table, and I know it was a mistake he is a very nice guy, and he deployed a Horde of City Militia that wasn't on the list. I didn't checked his list and he didn't realised so we played as it was, so please have in mind I'm starting with a 165 point difference.

              This is the map we played including the objectives:



              DEPLOYMENT



              My main plan is not to go for the 3 point objective in the middle, as those Dogs of War will get in there and they won't die with ease, I will try to secure the rest of the middle objectives while making him decide if he wants the two on the right or he prefers to use those units in the middle.

              We roll for first turn, and this time it's very important, I need to have a first turn otherwise those Howitzers will be impossible to reach on turn two, he is extremely good layering his units and the only way to shut them down, and I really need them dead is to win that roll. Of course I loose it and he goes first.

              TURN 1

              He is as usual very cautious, and advances with everything but not at full chat, just getting into ranges and positioning himself, except for the Iron Beast that does go as far as it can. On the left the Rangers go onto the hill to open fire on my Skyriders, doing some wounds but nothing significant. The rangers on the right flank open fire on the Lekelidon, again wounding it but not much else. Thankfully both Howitzers miss this turn and I can breath again.



              On my turn one, I decide that as I cannot reach the damn Howitzers I will try to shut down at least a Horde of Archers, and move my Battle-Captain behind the house on the right in range for a charge next turn. As I'm not as cautious as he is I do advance as hard as I can without giving him any charges I don't want.

              I start shuffling my units on the left to the middle as I want them there for the rest of the game, I plan to ignore that last Horde or Archers on the left. My shooting is actually very good, I kill with ease the Rangers on the hill with my Skyriders and my centre Lekelidon manages to wound the Iron Beast! The other Lekelidon is on fire managing 5 out of 5 wounds on the other troop of Rangers, but sadly a very bad Nerve roll keeps them alive and well. The Komodon shoots at one of the Howitzers, wounding it but not managing a waver, damn!



              RHORDIA TURN 2

              His line pretty much comes to a halt, with only the Knights repositioning to face the incoming threats on the right flank, and the Spear Militia turning to face the centre.

              He clearly doesn't want my poor Skyriders alive because everything he has in range shoots at them doing an astonishingly high number of wounds and they get routed. On the right the Rangers aware of the menace the Battle-Captain poses they try to shoot him down to no avail. The other Horde of archers opens fire on the Lancers doing around 7 wounds and leaving them almost dead too, luckily he doesn't roll a waver.



              SALAMANDERS TURN 2

              With my Skyriders dead I've lost one of my most important units in the late game, that hurts. But I'm far from done, I take the Battle-Captain into the archers as planned but those pesky knights that are now facing the flank are really hurting my plans, as I now don't have the speed advantage and we are on a stalemate, main difference is those Howitzers can destroy me if I'm on the open so I retreat safely behind the hill to lick my wounds and see if he is really committed to take the flank.

              I advance in the middle, I do have a very good speed advantage there so I move into range avoiding his, I place my Tyrants behind the wall to take his hindered charge if he dares. I don't want that damn Iron Beast shooting at me so I charge the Ghekkotah Warriors into it but before that I move my Lekelidon to a place where it will block my Horde from sliding and getting into range of those Dogs of War, as I really don't want that happening, I plan to avoid them for as long as I can.

              On the shooting phase the Lekelidon on the right kills those Rangers at last. Combats go well too, with the Warriors doing a very respectable number of wounds into the Iron Beast and the Battle-Captain disordering the Archers.



              RHORDIA TURN 3

              With my Skyraiders gone he is more confident with his move and decides to be a bit more aggressive in the middle by committing his Duke into the fray multicharging with the Iron Beast into my middle Horde of Fire Elementals ignoring the Ghekkotah Warriors completely.

              His flying Wizard move into position to try to hunt down my Martyr's Prayer dispensal units. He finally repositions his knights again looking at the house so they can go either way if he needs them too.

              On the shooting phase one of the howitzers hits the Tyrants, and of course he rolls a 6, and they get very badly wounded. Luckily the Wizard fails to hurt my Mage-Priest.

              Then he gets into the combat and again when he has to determine the number of attacks for the Iron Beast, he of course rolls a six, and them has one of the best rolls I've ever seen hitting on fives, after the dust has settled and his Duke has attacked my Fire Elementals were no more, if I recall creche did something like 15 wounds on total with both, he reforms the Duke to face the left and leaves the Iron Beast where it is.

              His Archers fail to do a single wound on my Battle-Captain and that gives me a lot of tactical options all of a sudden.



              SALAMANDERS TURN 3

              I wasn't expecting to loose that Horde in one go, my line suddenly looks too small and weak with my Tyrants badly hurt.

              Him turning his knights again is a very big deal, I suddenly don't have to worry about them for at least a turn or two so I move my Ancients into striking position and Fly my Battle-Captain away into his backfield to hunt characters or those damn Howitzers.

              The middle is still problematic but as he couldn't move his Iron Beast after the charge I can now with my Nimble FE pivot twice and ace his rear, an easy Surge will do the rest. See an open flank with my Komodon into the Duke and take it with a front charge of the Skylord and Lekelidon as well to see if I can at least waver him into oblivion.

              I move the other Lekelidon into the 2 points objective in the forest, it is a very good place for him to be and those two points can win me the game. It's never too early to start thinking on the Scenario.

              My combat with the FE in the rear is a very easy Rout, I rolled a three on my first Nerve test though! That was bottom clenching!

              The other combat doesn't go as well, both the Komodon on the flank and the Lekelidon fail to even hit him, luckily the Skylord put a couple of wounds on him so at least he not flying away.



              Tales of a Stranded Ghekkotah - Salamander Battle Reports

              Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


              KoW Painting Blog

              Youtube Channel

              Comment


              • #82
                RHORDIA TURN 4

                His centre line strikes fully, the City Militia charges the Tyrants, and both Hordes of Spear Militia and Dogs of War charge hindered on the Fire Elementals.

                His Duke decides my Skylord has to die too and his Wizard moves again into my back line to kill one of my Mage-Priests that had been taking wounds off my units steadily. This time his fireball wounds and my Mage-Priest dies, the other Wizard fireballs my Battle-Captain rolling very high on the Nerve test and he gets Wavered.

                Finally it seems my units are doing what they are supposed to do and both Hordes hold well, Tyrants get wavered but that is OK with me, Fury is just amazing. My Skylord holds too, he is a champ!



                SALAMANDERS TURN 4

                My line held last turn and that is enough for me, I can counter attack now, I put both my FE and my Ghekkotah Warriors into the Spear Militia, as I've said I plan not to touch those Dogs of War for as long as I can. My Tyrants counter-charge as does my Skylord. The rest of the monsters turn to say hello to the Flying Wizard.

                On the right flank his knights are still facing on the wrong direction and my Lancers can pass their arc of sight and serve as bait and road bump for his Honour Guard while my Ancients charge the Archers.

                Shooting goes as planned with the Wizard exploding, that is one leas annoying thing to worry about. My Ancients do as they are supposed to do and the Archers die in one go, turning to face the Honour Guard almost fresh.

                The combats on the middle are not so good, Tyrants roll miserably to hit doing 4-5 wounds and the two Hordes do waver the Spear Militia but now my FE have their flank exposed to those Dogs of War and the outcome is not going to be pretty.



                ​​​​​


                RHORDIA TURN 5

                This is a simple turn for him, he gets the Dogs of War into the flank of my FE, courters both the Duke and the Militia and then faced with the choice of taking the Honour Guard hindered into either the Lancers or the Ancients he goes for the easy kill and charges the Lancers.

                His Wizard tries once more to waver or kill the Battle-Captain captain but this time fails. Combats go well for him, my Skylord dies, as do my Fire Elementals and Lancers but the mighty Tyrants get only wavered!



                SALAMANDERS TURN 5

                Things are not looking good in the centre, but I hope my Tyrants perform as they are supposed this turn and I can kill two of his Hordes. That will leave me in a perfect position for the last turns.

                I charge the Warriors into the Spear Militia, and counter with the Tyrants once more. My Ancients go for his Honour Guard, if there is ever a chance to kill them is this.

                My two monsters in the middle turn to face the Duke to try to shoot him down. They fail miserably again.

                My Warriors perform well and obliterate the Spear Militia, but the Tyrants flop again and roll extremely bad, a bad nerve roll seals their fate, they won't survive another turn.

                Then I move to the Ancients, I really need for them to do what they do best, even Hindered they are hitting on 4 and wounding on 2 with Brutal. They don't let me down when I need them the most and they eat the Honour Guard in one big gulp. The Battle-Captain once more gets into action and destroys with ease one of the Howitzers.



                TURN 6

                This will be the last turn, the store es closing and there is no time for a turn seven, we both decided at the start of turn 5 that was the best way to go as we have already asked for some extra time to the owner.

                He thinks he has the game in his hands, and to be honest so do I. If he uses his units correctly there would be very hard for me to win in my turn.

                He counter-charges the Tyrants to finish them, turns the Dogs of War to face my Warriors and backs up the Knights to secure the objective in his backfield. Then he does something I wasn't expecting, he charges the Duke into the Lekelidon in front of him, I smiled as I've never smiled before when I saw that, I almost screamed with joy.

                The Militia killed the Tyrants as planned, but the Duke failed to kill the Lekelidon, I think he was Wavered. To be honest I couldn't care less about it, even if it was killed. Once hw made the last roll I preceeded with my last move.



                This game felt like a really steep uphill battle, it was very challenging and exhausting, but I got the last move again and couldn't be happier. Now I'm really pleased to have lost the roll to start.

                He thinks I'm going to charge the rear of his Duke with my Warriors, he even tells me "My Duke is going to be in some serious trouble" but what I actually do will leave him speechless for a good 5 minutes, and I'm not joking because he didn't saw it coming.

                I sidestep my Ancients to be sure I'm in range of the objective next to them and them I turn my Warriors and move them past the Dogs of War and just into range of the 2 point objective in the top forest.



                I call it done. I win 5 to 4.

                CONCLUSION

                SALAMANDERS ARE VICTORIOUS!!! THE LEAGUE CHAMPIONSHIP IS MINE!!

                At that point the sheer joy I felt was obscured by how tired I was, it had been an extremely tiring and demanding game. Everything was measured, and precise to the point of exhaustion.

                As I've said this game felt extremely uphill from the start, the sheer size of the army in front was very intimidating. Knowing now that I was playing with 165 points of difference makes it feels like a huge achievement for me.

                I just love to win a game by being clever, that last turn felt extremely well. ALWAYS PLAY THE SCENARIO.

                Thanks for reading!
                Tales of a Stranded Ghekkotah - Salamander Battle Reports

                Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


                KoW Painting Blog

                Youtube Channel

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                • #83
                  You played the scenario, not the man, well done.
                  A horde with the jar (old school) and an extra 125 points? Quite an advantage but not enough apparently.

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                  • #84
                    Originally posted by Rakkoon View Post
                    You played the scenario, not the man, well done.
                    A horde with the jar (old school) and an extra 125 points? Quite an advantage but not enough apparently.
                    It was overwhelming but I was lucky he was overconfident in the last turn and forgot about doing his maths right.

                    We talked when I was writing the report about our mistake and he told me than even if I had lost he would have conceded the second I noticed he had played with more units than he should. As I've said he is the nicest of guys.

                    Without that second Horde of Militia backing up his knights the game would have been very different, the Knights would have had to charge the Tyrants and almost certainly die in the grind, leaving my Tyrants alive and his Dogs of War in a very difficult position sandwiched between the Ghekkotah Warriors and the Tyrants, that of course is all just theoryhammer.


                    What is important is that I believed for it to be a fair and balanced game, and in my mind I always had a clear thought that a victory was possible. FAITH MANAGES, faith in the great Serpent God of course, HAIL SOTEK!
                    Tales of a Stranded Ghekkotah - Salamander Battle Reports

                    Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


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                    • #85
                      Great reports !

                      Even if there's a certain lack of greenish skins ! 3:-)

                      Well done El_Guardian.

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                      • #86
                        Originally posted by Vil le Môvé View Post
                        Great reports !

                        Even if there's a certain lack of greenish skins ! 3:-)

                        Well done El_Guardian.
                        Thanks! More to come soon, we have a pretty exciting battle prepared for the next month. There are currently two KoW leagues going on in the city, one for each gaming shop. I couldn't take part on the second one but the winner of that league (the KoM player from this) wants to make a KING OF THE NORTH game, to see what army will take the crown for the year so his Undead and my Salamanders are going face to face soon.

                        SO AMAZING!

                        After that I will take my dear Salamanders for one last competitive event in BATTLE FOR BILBOSTOCK, one of the biggest KoW events of the year here and after that it will be Brotherhood for a while.
                        Tales of a Stranded Ghekkotah - Salamander Battle Reports

                        Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


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                        • #87
                          Welcome to the KINGS OF THE NORTH BATTLE!

                          We have two different KoW leagues in our small city, one for each LFGS we have, I only take part in one of them due to time restrains, so talking to the winner of the other one we thought it would be a funny idea to pitch the two winners against each other for the tittle of KING OF THE NORTH.

                          We know each other very well and he is always a good challenge, you also cannot really be a nicer guy than him or you would implode into a neutron star of kindness.

                          We decided to play 1995 to test lists for the upcoming Battle for Bilbostock Tournament, this was his list:

                          CEIN OF DEADTHENU RETINUE

                          - Vampire Lord with Wings (CEIN)
                          - Lich King with Heal and Shroud of the Saint
                          - Horde of Zombies
                          - Horde of Revenants with Courage and Lifeleech (2)
                          - Horde of Werewolves with Pathfinder
                          - Horde of Zombie Trolls
                          - Regiment of Wraiths
                          - Regiment of Soul Reaver Infantry with Fury
                          - Regiment of Revenant Cavalry
                          - Balefire Catapult

                          That is some very nasty list, things to be aware of are that damn flying Vampire, the Soul Reavers that cannot get wavered and the Lich King with Heal (9)!!!! That much Heal pretty much negates all my shooting. That paired with a Horde of Revenants with Lifeleech (2) means that those Revenants wont die unless I can take them in one go.

                          My list was this:

                          ITEPIXCAUH GHEKKOTAH COHORT

                          - Mage-Priest with Inspiring, Martyrs Prayer and Surge (ITEPIXCAUH)
                          - Skylord
                          - Mounted Battle Captain
                          - Mounted Herald
                          - Horde of Ghekkotah Warriors with Strength
                          - Horde of Tyrants
                          - Horde of Fire Elementals with Nimble
                          - Horde of Ancients on Rhinosaur with Healing Brew
                          - Horde of Skyriders with Jar
                          - Regiment of Kaisenor Lancers
                          - Lekelidon
                          - Lekelidon

                          I went for a slight variation, to fit two Lekelidons I dropped the second Mage-Priest and opted for a Mounted Herald to have better Inspiring support that I found lacking last time I played 2000 points. I also dropped the Pathfinder on the Lancers.

                          We rolled for mission and got PUSH with one token. This is the map we got:



                          DEPLOYMENT



                          I deployed my centre as usual and layered my Ancients behind the Tyrants and FE knowing that I could open the Hordes of Infantry up and use the clear lane for the Ancients, My Lancers were also placed in the other clear lane to avoid being hindered, A match against the Revenant Cavalry is good to me as I can grind better and have faster heroes for support of needed.

                          His right flank is just crazy so I decided from the get go to surrender it, I will try to avoid combat with those units for as long as possible (Wraiths, werewolves and flying Vampire) AVOID, I knew I needed something to delay and distract them so my Skyriders, and Battle Captain will distract and condition his movement while my Ghekkotah warriors will be used as cannon fodder. If I can delay those units until turn 4-5 I will be happy while the centre units obliterate his centre and take the tokens into his half.

                          I win the roll to start and as usual I give him first turn as I need to react to his huge range threat, I will be boxed a bit at the start but as my centre units are way faster than his I can live with that.

                          My Push token is in the Tyrants and his in the Revenant horde.

                          TURN 1

                          He moves all his line forwards, with the Wraiths taking the long route to get into the flank of my line, in his shooting the phase the Lich Surges the Zombies forwards and the Catapult misses my Ancients as catapults do.



                          In my turn 1 I move very conservatively, being sure to be outside charge ranges with everything, and using the Hills to hide my units behind so he can't see them, creating a Hilly Mexican Stand-off that I very much like specially in my left flank, but as long as I can delay his fast units from entering the fray the better. The only exception is my Skylord that can fly to the flank of his Revenant Cavalry that are too far away from any Surge casters, he will hunt down that Catapult and the Lich King if he can.

                          I decide to spread my shooting so his Lich can't heal everything and so I do, putting 4 wounds into the Werewolves with my Skyriders and my Lekelidons chipping wounds away from the Zombies and Zombie Trolls.



                          UNDEAD TURN 2

                          He continue with his positioning, he is patient enough. The Wraiths move to look at my flank and the Vampire moves into position to shut down my Skyriders or leap into the middle. His centre line moves not giving me any charges.

                          He decides that a stand-of is not what he wants in the right and moves the Revenants to block my Lancers into place.

                          He Heals the Werewolves with the Lich King into full health, the Vampire surges the Wraiths and the Catapult misses again.



                          SALAMANDERS TURN 2

                          I take a chance to charge with my Lancers when it is presented to me, so I do, the rest of my line backs-up as I dont want to engage just yet. His Vampire is menacing my Skyriders but I want them there to annoy him so they move into the back of the Ghekkotah Warriors where he can't fit and the realise he made a terrible mistake with the Wraiths when he surged them 1 inch, I can turn my Battle-Captain and due to his rectangular base he is now into range! So I jump him there to keep those pesky things from flying, that is one more turn he is buying me. I move my Mage-priest into the right a lot as I've been a stupid and deployed him far away from the only Shambling unit I have..... yeah I'm not bright sometimes.

                          Shooting goes the same way, with the Werewolves getting again 4 wounds, and both Zombie based units getting a bit more damage. Then I roll for Nerve on the Werewolves and I roll 11! They are Wavered!

                          Kaisenor Lancers do great putting 9 wounds to the Revenants but failing to rout them, the Battle-Captain does THREE wounds to the Wraiths and calls it a day. Bye my sweet friend.



                          UNDEAD TURN 3

                          Not a very exciting turn yet again, he moves the centre up again, he knows I will be charging him so he is now provoking that actively, he intentionally keeps my Tyrants out of charge range but the rest is well withing range. His Revenants on the hill countercharge my Lancers and both the Vampire and the Wraiths charge the Battle-Captain.

                          He heals the damn werewolves again and the Catapult misses.... My Skylord is rejoiced.

                          Combats go as expected, my poor Battle-Captain dead as predicted and the Revenants chipping some wounds off the Lancers but not much.



                          SALAMANDERS TURN 3

                          I cannot delay the charges anymore, i meassure to try and flank surge my FE into his Revenants but needing a 6 inch surge is too risky to try it, I much prefer to his the front and try to take that horde in one go. My only problem is if I multi-charge my Ancients would hit the difficult terrain so I move my Tyrants up to block the Ancients from sliding too much, I block the Zombies off by moving a Lekelidon into their front and use the other to block the Zombie trolls (he is looking at them, but the tail was rubbing against the FE)

                          The Lancers decide to finish the Revenant Cavalry once and for all, and the Ghekkotah warriors turn to present the front to the Wraiths and Vampire. My Skylord finally reaches that catapult.

                          Shooting phase comes and I'm not nearly as lucky as I was previously and the werewolves are free to move next turn.

                          Combats are bloody indeed, the Lancers absolutely destroy the Revenants and turn to face the middle. The combined charge of the Ancients and the FE put and astonishing 19 wounds into the Revenants, with the Ancients doing most of the job there, I think they did 14 or so wounds, then I roll for Nerve and I get a 4, with Brutal that makes 24, that is one short, they will hold for one more turn. The Skylord obliterates the Catapult and reforms to face the back of the Undead forces, sooooo many juicy targets!


                          Tales of a Stranded Ghekkotah - Salamander Battle Reports

                          Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


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                          • #88
                            UNDEAD TURN 4

                            I will start by apologising because I forgot to take a picture of this turn, I will do my best to give you a mental image, prepare your brains!

                            The Wraiths charge into the Ghekkotah Warriors, the Werewolves and the Vampire position themselves to have any targets next turn, behind the hill they couldn't see much. The Vampire jumps completely over it while the Werevolves move to be on top of it. Zombies charge the Lekelidon in front of them.

                            The centre gets more complicated and much more interesting, he is determined to get the Soul revers into action, the only way he can do that is by backing the Zombie trolls, that leaves space for the Revenants to slide to the right in the charge against the Ancients and then the Soul Reaver Infantry has just enough space to contact the Ancients too. Very clever move.

                            The Wraiths do plenty of damage (9 points if I recall correctly), way above average but not enough to waver a Horde of Infantry and they back up. Zombies waver the Lekelidon but he is still alive and being annoying.

                            The Combined charge of the Revenants and the Hindered Soul Reavers put 10 wounds into my Ancients and then he rolls for Nerve and gets a 10, I ask him to roll again and then he says the worst thing a KoW player wants to hear: "Are you sure they are in Inspiring range?" I was a stupid fool and forgot to check my Inspiring ranges after the charge... The Ancients are dead.

                            SALAMANDERS TURN 4

                            I was an idiot and paid for it, I was sure the Ancients will hold that charge and know I have to use my back up plan. I move my Lancers on top of the hill and turn them to face the centre, they will be able to clean up any remaining units in the late game.

                            I nimble move my FE into the flank of the Revenant Horde while the Lekelidon advances again to chaff up the Zombie Trolls again, I counter charge the Ghekkotah Warriors and move the Skyriders into the flank of the Wraiths and deliberately into range of his Vampire, If can bait him into charging them that will deal with him for the rest of the game.

                            I move my Herald at the Double to block the Tyrants into getting Hindered and charge them into the Soul Reavers. I then Surge the FE into the flank of the Revenants.

                            The FE destroy the Revenants with ease, although I did roll a three on the nerve test! That was scary. The Tyrants perform great against the Soul Reavers, doing 8 wounds and needing an 8 twice on the nerve to kill them, I get an 8 the first time and then i roll a TEN!!! oh yeah!!! Those Soul Reavers are GONE! Thanks Brutal! That leaves the field looking pretty well for me.



                            TURN 5

                            My opponent is not stupid, I have two of the tokens in his half and all his units are blocked from getting near them this turn. He goes at it anyways, both Werewolves and Wraiths charge the Ghekkotah, zombies go into the Lekelidon again, the Vampire doesn't fall for the trap and charges my Mage-priest instead, and the Zombie Trolls charge the Tyrants to try and take that token.

                            My poor Ghekkotah and Lekelidon die horribly but they did their part, they will be remembered. Both my Tyrants and Mage-Priest survive.

                            In my turn I charge his Zombie Trolls in the front with my Tyrants and on the flank with my FE, my Skyriders and Skylord charge both flanks of the Zombies and my Mage-Priest backs up leaving room for my Lancers to hit his Vampire Lord.

                            Both units of Zombie based nastiness explode in a million pieces and my Lancers, the heroes of the day Waver the Vampire! With my Skyriders, Skylord and herald to block his units and two of my units with tokens on his side he concedes and the game ends.




                            VICTORY SALAMANDERS !!!!
                            Tales of a Stranded Ghekkotah - Salamander Battle Reports

                            Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


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                            • #89
                              Congratulations from the South, oh Northern King.
                              As my next game will be as an Undead general, what could he have done better?

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                              • #90
                                Originally posted by Rakkoon View Post
                                Congratulations from the South, oh Northern King.
                                As my next game will be as an Undead general, what could he have done better?
                                I think he primarily made three mistakes:

                                1- Leaving the Revenant Knights on their own on the right, with no support I could even sneak my Skylord past as he had no Surge anywhere near them

                                2- Giving the charge with the Lancers, although in all fairness he ad no choice as I could just charge them with the Skylord and then the Lancers, this mistake has more to do with number 1.

                                3- Surging the Wraiths forwards with the Vampire getting them just in range of the Battle-Captain that held them in place for one turn, delaying that whole flank.

                                Apart from that he did very well, he is extremely talented to be honest, I just played the terrain very well, using the hill on the left to block all his charges. Basically I had 1 combat unit, the Ghekkotah, holding the Vampire and Werewolves just by being a menace. I was happy with the mexican standoff, i was never going to give him a charge, so he had basically two options, don't give a charge and I win or give the charge and I still win because the potential risk of killing the werewolves. It's that kind of situation that you want to create.

                                I were in his place I would have deployed the Vampire with the Revenant Knights, that would have changed that flank dramatically.

                                Thanks for reading!
                                Tales of a Stranded Ghekkotah - Salamander Battle Reports

                                Odes and Sonnets from an outcast Troubadour - Brotherhood Battle Reports


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