Carnasaur
Itepixcauh
Stranded Ghekkotah
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A new Bretonn.... I mean Brotherhood (ups) battle report is uploaded! Rejoice in the magnificence that is gaming with OOP miniatures!
Second game our our local league, will the Brotherhood keep their winning streak? There is only a way to know.
Scenario this month is Pillage, my opponent is the best KoM player I've ever faced and the nicest guy in existence. A challenge as always and a VERY strong list on his side:
- Horde of Footguard with Strength
- Horde of Heavy Pike Block with Courage
- Horde of Militia
- Horde of Chariots with Nimble
- Regiment of Archers with Keen-Eyeness
- Regiment of Knights
- Regiment of Knights
- Regiment of Knights with Haste
- Mounted Hero
- Mounted Hero with Kelvinar's Flying Hammer
- ASB with Banner of the Griffin
- ASB Mounted with Lute
- Mounted Wizard with Lightning Bolt, Bane-Chant and Inspiring Talisman
So a HUGE amount of US and massive speed and hitting power with lots of pesky individuals. VERY good list.
My list for this game is as follows:
- Horde of Spearmen with Strength
- Horde of Bowmen with Jar
- Horde of Martyrs
- Regiment of Abyssal-Hunt
- Regiment of Initiates
- Troop of Reconnoiterers
- Swain's Villein Rangers
- Siege Artillery
- Siege Artillery
- Kev the Naughty Dragon (Forsaken Beast with Ensnare and Breath)
- Devoted with Heal (4) and Inspiring
- Devoted with Martyr's Prayer
- Mounted Adjutant with Lute
- Mounted Exemplar of the Brotherhood
We rolled and got 5 objectives, I placed one in a forest and he did the same so that saved me a drop as I wanted one in each forest to get Swains an objective, then placed my other two in both deployment zones so I could capture another with my Bowmen, he placed his in the middle. I chose side and picked the one with more objectives in it.
DEPLOYMENT
He deployed masterfully, all his knights are behing hills to my artillery, so i won't be able to fire at them as I wanted, and his infantry is layered so my only objective is the Militia too. Brilliant deployment on his part.
I decided to deploy my Cavalry on the left to hold that flank as long as posible, and use Kev to hold the other flank using the terrain to his advantage and his breath to kill his pesky mounted hero. We went all in with our infantry in the middle, I placed my Bowmen on one objective and Swain behind the forest containing the other.
My vanguard move is easy, just move Swain into the forest and onto the objective. We rolled for First turn and I WIN IT!! Oh yeah, I was hoping for that, I took it of course.
TURN 1
Simple turn, I move my Infantry forwards and my Cavalry as well, I leave the Chariots outside charge Range but the Knights in with my Reconnoiterers to see if I can bait him or make him move backwards. My Exemplar moves behind the house to jump into his lines if possible next turn.
Shooting goes very well, I shoot both Trebuchets into the Chariots (height 3 is a problem sometimes) hit with one of them, I roll a SIX!! and roll three ONES to wound... still 5 wounds is a good result. The rest of my shooting can only target the Militia thanks to his brilliant deployment so I took it, wounding on ones is great and the Horde takes 8 wounds in total, I think again i rolled like 3 or 4 ones there. Nothing gets Wavered sadly.
His turn is EXTREMELY aggressive in the middle, his pushes very hard with all his Hordes to put preassure into Swain and try to take the middle as fast as possible, he left the Footguard into charge range of the Martyrs on purpose.
On the left he was cautious, my plan worked as intended, he backed up the Knights and moved the Chariots to the side. He proceeds to shoot EVERYTHING into the poor Reconnoiterers and kill them with ease.
BROTHERHOOD TURN 2
I start with the centre, I have a charge into the footguard and I take it. Doubt I'm winning that grind even with Heal but I need to buy time and keep that Horde pinned in place for as long as possible. The rest of my centre keeps still, as Im actually winning so I can wait for him to make a move.
On the right I move Kev into a position where his Knights would take a Hindered charge and still can breath his Hero (hopefully into the grave)
The left flank is not as good as I've hoped, without my Reconnoiterers I cannot advance safely and as I'm holding an objective there I once again keep still but move my Exemplar into striking position, he will perform the function of the Reconnoiterers next turn if he survives.
On the shooting phase I've blocked my Siege Artillerys line of sight so the won't be firing this turn, but both the Bowmen and Swain's shoot into the Militia again, deleting them and keeping the pressure off. Now the Pikemen are finally a target.
Kev performs brilliantly, doing a couple of wounds in to the Hero and wavering him. GREAT JOB.
The combat goes as expected, being hindered and against defence 5 there is not much I can do, three wounds go through but nothing else.
KOM TURN 2
Loosing that Horde of Militia without even getting into combat has hurt him, so he finally decides to commit the third Regiment if Knights to the centre, again he pushes forward but stays away from the charge range of my Spearmen.
The Knights on the right charge Hindered against Kev, and on the right the second Mounted Hero charges my Exemplar trying to pin him or better still kill him. The Chariots move to support the centre as well.
On his shooting phase he targets the Spearmen with everything doing some damage but not Wavering the unit luckily.
Now we move into combat, the Knights behind Hindered AND Ensnared can't kill Kev, or waver him, can't remember how many wounds were made but not many.
Oh boy those Footguard are PISSED, don't know why, but boy they are on a bad mood. Thanks to a Bane-Chant they manage to deal 11 wounds into the poor Martyrs, ouch! Thankfully they hold as does my Exemplar on the left.
BROTHERHOOD TURN 3
Last turn went really well for me, I'm in a very good position and I plan to take advantage of it. I take my Exemplar into his Knights on the far left to chaff them and move my Initiates into striking position behind. Then I charge his Hero with my Abyssal-Hunt. Not having to worry about the Chariots has changed the face of that flank dramatically.
On the center I counter-charge the Footguard and leave the rest static, again I'm technically winning so I choose to play conservatively.
I counter-charge the Knights on the right.
On my shooting I unleash my Healing power, reducing the Martyrs wound to just 3, thanks to a very good Regeneration roll and heal the Spearmen too.
My Trebuchets unleash their Fury again, the one targeting the Chariots miss but the other shooting the Knights behind the Pikes hits doing 5 wounds, the rest shoots the Pikes doing a very respectable 8 wounds in total. Another turn of shooting and they are dead.
Grinding keeps on, with more wounds piling but nothing interesting. The Exemplar does one wound on the Knights stripping the TC but he is likely dead anyway, my Abyssal-Hunt obliterates the poor Hero that dies turned into a very fine pulp.
KOM TURN 3
I don't have a handy picture of this turn as the game started to get interesting, but a cool graphic should be enough.
He countercharges the Forsaken Beast, hoping to kill it this turn, while the last hero moves to shut down my Bowmen next turn. On the centre I going to be honest with you I didn't saw this, the Pikes charge the Martyrs on the flank, that caught me completely by surprise. Have I seen it I could have moved my Rangers to block that charge but I wouldn't have done it either way as that would have meant a double charge into the Rangers and I would rather have them alive than the Martyrs.
The Knights behind the Pikes now have a clear charge into the Rangers and take it, while the other Knights charge the Exemplar.
His shooting is sparse as usual, Chariots and Wizard go for the Abyssal-Hunt and the Archers into the Spearmen again. Some wounds are made but neither unit gets wavered. Some Bane-Chant is supplied on the Footguard if I remember correctly.
This turn of combats is crucial to me, if he rolls well I will probably loose the game. Cross my fingers and we get into it. The Knigts on the right do quite well even being Ensnared but wounding on 5s is not nice and a low Nerve roll means my Forsaken Beast is alive for another turn, not even wavered!
The other flank has my hero smashed as predicted and we move into the juicy centre, he decides to roll for the Rangers first, he is quite confident but they are a very tough nut to crack with that massive Nerve and a hindered charge, and they survive, leaving the Knights in a very bad situation. The combination of the Footguard and Pikes is too much for the poor Martyrs and they die, the Pikes turn 180 degrees to face the centre and the Footguard stays where they are.
A new Bretonn.... I mean Brotherhood (ups) battle report is uploaded! Rejoice in the magnificence that is gaming with OOP miniatures!
Second game our our local league, will the Brotherhood keep their winning streak? There is only a way to know.
Scenario this month is Pillage, my opponent is the best KoM player I've ever faced and the nicest guy in existence. A challenge as always and a VERY strong list on his side:
- Horde of Footguard with Strength
- Horde of Heavy Pike Block with Courage
- Horde of Militia
- Horde of Chariots with Nimble
- Regiment of Archers with Keen-Eyeness
- Regiment of Knights
- Regiment of Knights
- Regiment of Knights with Haste
- Mounted Hero
- Mounted Hero with Kelvinar's Flying Hammer
- ASB with Banner of the Griffin
- ASB Mounted with Lute
- Mounted Wizard with Lightning Bolt, Bane-Chant and Inspiring Talisman
So a HUGE amount of US and massive speed and hitting power with lots of pesky individuals. VERY good list.
My list for this game is as follows:
- Horde of Spearmen with Strength
- Horde of Bowmen with Jar
- Horde of Martyrs
- Regiment of Abyssal-Hunt
- Regiment of Initiates
- Troop of Reconnoiterers
- Swain's Villein Rangers
- Siege Artillery
- Siege Artillery
- Kev the Naughty Dragon (Forsaken Beast with Ensnare and Breath)
- Devoted with Heal (4) and Inspiring
- Devoted with Martyr's Prayer
- Mounted Adjutant with Lute
- Mounted Exemplar of the Brotherhood
We rolled and got 5 objectives, I placed one in a forest and he did the same so that saved me a drop as I wanted one in each forest to get Swains an objective, then placed my other two in both deployment zones so I could capture another with my Bowmen, he placed his in the middle. I chose side and picked the one with more objectives in it.
DEPLOYMENT
He deployed masterfully, all his knights are behing hills to my artillery, so i won't be able to fire at them as I wanted, and his infantry is layered so my only objective is the Militia too. Brilliant deployment on his part.
I decided to deploy my Cavalry on the left to hold that flank as long as posible, and use Kev to hold the other flank using the terrain to his advantage and his breath to kill his pesky mounted hero. We went all in with our infantry in the middle, I placed my Bowmen on one objective and Swain behind the forest containing the other.
My vanguard move is easy, just move Swain into the forest and onto the objective. We rolled for First turn and I WIN IT!! Oh yeah, I was hoping for that, I took it of course.
TURN 1
Simple turn, I move my Infantry forwards and my Cavalry as well, I leave the Chariots outside charge Range but the Knights in with my Reconnoiterers to see if I can bait him or make him move backwards. My Exemplar moves behind the house to jump into his lines if possible next turn.
Shooting goes very well, I shoot both Trebuchets into the Chariots (height 3 is a problem sometimes) hit with one of them, I roll a SIX!! and roll three ONES to wound... still 5 wounds is a good result. The rest of my shooting can only target the Militia thanks to his brilliant deployment so I took it, wounding on ones is great and the Horde takes 8 wounds in total, I think again i rolled like 3 or 4 ones there. Nothing gets Wavered sadly.
His turn is EXTREMELY aggressive in the middle, his pushes very hard with all his Hordes to put preassure into Swain and try to take the middle as fast as possible, he left the Footguard into charge range of the Martyrs on purpose.
On the left he was cautious, my plan worked as intended, he backed up the Knights and moved the Chariots to the side. He proceeds to shoot EVERYTHING into the poor Reconnoiterers and kill them with ease.
BROTHERHOOD TURN 2
I start with the centre, I have a charge into the footguard and I take it. Doubt I'm winning that grind even with Heal but I need to buy time and keep that Horde pinned in place for as long as possible. The rest of my centre keeps still, as Im actually winning so I can wait for him to make a move.
On the right I move Kev into a position where his Knights would take a Hindered charge and still can breath his Hero (hopefully into the grave)
The left flank is not as good as I've hoped, without my Reconnoiterers I cannot advance safely and as I'm holding an objective there I once again keep still but move my Exemplar into striking position, he will perform the function of the Reconnoiterers next turn if he survives.
On the shooting phase I've blocked my Siege Artillerys line of sight so the won't be firing this turn, but both the Bowmen and Swain's shoot into the Militia again, deleting them and keeping the pressure off. Now the Pikemen are finally a target.
Kev performs brilliantly, doing a couple of wounds in to the Hero and wavering him. GREAT JOB.
The combat goes as expected, being hindered and against defence 5 there is not much I can do, three wounds go through but nothing else.
KOM TURN 2
Loosing that Horde of Militia without even getting into combat has hurt him, so he finally decides to commit the third Regiment if Knights to the centre, again he pushes forward but stays away from the charge range of my Spearmen.
The Knights on the right charge Hindered against Kev, and on the right the second Mounted Hero charges my Exemplar trying to pin him or better still kill him. The Chariots move to support the centre as well.
On his shooting phase he targets the Spearmen with everything doing some damage but not Wavering the unit luckily.
Now we move into combat, the Knights behind Hindered AND Ensnared can't kill Kev, or waver him, can't remember how many wounds were made but not many.
Oh boy those Footguard are PISSED, don't know why, but boy they are on a bad mood. Thanks to a Bane-Chant they manage to deal 11 wounds into the poor Martyrs, ouch! Thankfully they hold as does my Exemplar on the left.
BROTHERHOOD TURN 3
Last turn went really well for me, I'm in a very good position and I plan to take advantage of it. I take my Exemplar into his Knights on the far left to chaff them and move my Initiates into striking position behind. Then I charge his Hero with my Abyssal-Hunt. Not having to worry about the Chariots has changed the face of that flank dramatically.
On the center I counter-charge the Footguard and leave the rest static, again I'm technically winning so I choose to play conservatively.
I counter-charge the Knights on the right.
On my shooting I unleash my Healing power, reducing the Martyrs wound to just 3, thanks to a very good Regeneration roll and heal the Spearmen too.
My Trebuchets unleash their Fury again, the one targeting the Chariots miss but the other shooting the Knights behind the Pikes hits doing 5 wounds, the rest shoots the Pikes doing a very respectable 8 wounds in total. Another turn of shooting and they are dead.
Grinding keeps on, with more wounds piling but nothing interesting. The Exemplar does one wound on the Knights stripping the TC but he is likely dead anyway, my Abyssal-Hunt obliterates the poor Hero that dies turned into a very fine pulp.
KOM TURN 3
I don't have a handy picture of this turn as the game started to get interesting, but a cool graphic should be enough.
He countercharges the Forsaken Beast, hoping to kill it this turn, while the last hero moves to shut down my Bowmen next turn. On the centre I going to be honest with you I didn't saw this, the Pikes charge the Martyrs on the flank, that caught me completely by surprise. Have I seen it I could have moved my Rangers to block that charge but I wouldn't have done it either way as that would have meant a double charge into the Rangers and I would rather have them alive than the Martyrs.
The Knights behind the Pikes now have a clear charge into the Rangers and take it, while the other Knights charge the Exemplar.
His shooting is sparse as usual, Chariots and Wizard go for the Abyssal-Hunt and the Archers into the Spearmen again. Some wounds are made but neither unit gets wavered. Some Bane-Chant is supplied on the Footguard if I remember correctly.
This turn of combats is crucial to me, if he rolls well I will probably loose the game. Cross my fingers and we get into it. The Knigts on the right do quite well even being Ensnared but wounding on 5s is not nice and a low Nerve roll means my Forsaken Beast is alive for another turn, not even wavered!
The other flank has my hero smashed as predicted and we move into the juicy centre, he decides to roll for the Rangers first, he is quite confident but they are a very tough nut to crack with that massive Nerve and a hindered charge, and they survive, leaving the Knights in a very bad situation. The combination of the Footguard and Pikes is too much for the poor Martyrs and they die, the Pikes turn 180 degrees to face the centre and the Footguard stays where they are.