So headcold induced day off work = time to write up an epic day's gaming at Will's house. I can't think of a cool name for it (Willcon? Willfest?) but what ever it was, it "was".
Ryan, Will, and I all ran 1200pt lists so we could get 3 games in.
Noble: Radiant Gem of Hoeth (death), Dragon Armour, Great Weapon
BSB: Armour of Caledor, Luck stone, Great Weapon
10 Archers: Musician
19 Spears: Musician, Standard
20 Whitelions: Full Command-amulet of light
5 Dragon Princes: Musician
Ryan decided to listen to my trollol advice and brought 101
21 Zombies: standard
Will has decided to see what the Brets have to offer:
Lord level guy: Ogre blade and probably something else
BSB: Charmed shield and probably other stuff
14 Archers wearing bras
6 Knights Errants: FC
7 Knights of the Realm: FC-get and extra D6 distance first charge
9 Knights of the Realm: FC
4 Grail Knights
GAME ONE: High Elves vs Brets-Battleline
I got the first turn (religious Brets)
Dragon Princes declare a long range charge on the Errants who are not taking any chances and flee. Realising the dumb move and the high risk of fleeing given the eagle, the Grail knights hold a charge from the spears + the General. My Eagle continues to flee.
The archers come flying into the flank of the bus. If they cannot kill stuff with arrows, they can kill stuff with combat res! The Dragon Princes fail a long range flank charge attempt on the Realm and there are lots of failed ldship tests (spears fail swift reform and both eagles continue to flee...)
The archers pick the last wound off the fleeing eagle and another Dragon Princes is squashed. (stupid accurate trebs!) The archers lose, break and are run down.
The whitelions have a look at the options and charge the Realm who flee. The Dragon Princes have a go and push the Realm Knights almost off the board (almost...). The Dragon Princes then re-direct into the Errants and FINALLY make a successful charge! The Whitelions re-direct into the bus who flee. A wee bit of de-ja vu here from a couple of games ago when I was in a similar situation where rolling 10 or less = safe and 11 or 12 = of the board....yup off the board.
The Realm knights then rally and the Treb (surprise, surprise) kills another Dragon Prince. The archers also pick of a whitelion.
Nothing very exciting from me. The whitelions move backwards and the Dragon Princes move within Treb minimum distance ready for the kill.
The archers and Treb hammer the Whitelions. Direct hit (wow-didnt see that coming)...BSB fails Look out Sir! (typical) and dies (sigh). Whitelions down to 2 models promptly flee.
Dragon Princes charge (with tactical wheel) the treb. Kill it and run off board. In a piece of tactical genius the Whitelions fail their snake eyes rally and run move out of the 34 inch archer "threat" range to safety!
A nice victory to the High Elves. A little dumb the BSB died, but can't win 'em all. Will has yet to come up with a convincing reason as to why the grail knights moved up so agressively turn 1.
GAME TWO: Brets vs Vampires - Battleline
Out of the mist came a groan. The boarder watchmen could not believe their eyes as the remains of those long dead stumbled across the field accompanied by the Lord's evil half step twice removed long lost brother who was banished from the kingdom for dabbling in the black arts. Pity is all that can be had for his twisted, blackened soul. Damaged beyond recognition or redemption in an unholy quest to bring life to the dead...the scent and lust for power is overbearing for the evil creatures of the night who as we [read Joel's really bad fan fic] are now swooping down to take part in the slaughter that is to come...
The zombie hordes shamble up while the flanks move quick.
The brets respond with the Character bus and the Errants smashing into the solo wraiths.
Vargiests are overcome with frenzy and charge the grail knights. The Terrorgiest moves in kind to scream at the grail knights as well. Zombies kinda shuffle a bit to get into optimum "tie up the knights" positions.
Errants and the bus charge the zombies while the Realm decide to hang back.
In the combats vargiests have fun and overrun into treb. knights crumble the zombies to 4 models.
ZOMBIE CHARGE..well not quite as exciting as that, but zombies flank the errants and the Terrorgiest turns to have a look at the Realm knights.
Curse is dispelled. Errants fluff and win combat by 1, Character bus wins by 3 (lord cant hit to save himself!)
The corpsecart comes into the errant knights to help swing the combat and grants...ASF ZOMBIES!
The combats continue and this time the Errants manage to crumble the corpsecart ha! The bus continues to wade through zombies.
Terrorgiest rear charges the Errants and vargiests flank the bus.
And then rallies to face what is coming...
...and what is coming is terrorgiest screaming. 4 wounds....2 saves = final 2 wounds lost and the Brets are wiped (screamed?) out.
WIN TO THE ZOMBIES
GAME THREE: High Elves vs Zombies Blood and Glory.
Rolled up a mission this time to mix it up. I have fortitude of 5 (General, BSB, 2 banners), Ryan had a fortitude of 3 (General, banner). Breaking point was 2.
Stuff moves up and there are "more" zombies.
To make matters worse the Vargiests charge the Dragon Princes and the 2 (my) left zombie units move up agressively.
Now my Spears were out of zombie charge range...but I forgot that wraiths have movement 6. 17 inch charge later and the wraith has the spear's flank...and my game winning prospects held in the balance of the dice. The vargiests come back on and move away from the battle-as intended.
Well, I have the archers and a free eagles...The archers move up to block zombies with a wraith. 1 eagle moves to block the other unit, while the 2nd eagle moves to shadow the necromancer.
Spears hold again and the whitelions fail a charge on the Vargiests.
Zombie charge! and vargiests charge whitelions #YOLO
The necro (and standard) bunker march up to join the fight. The Zombies that fought the eagle move to block the whitelions.
Eagle charges Necro bunker flank, whitelions charge the zombie blockers.
Supporting zombie flank charge on Eagle fails...but the 2nd wraith, now free of the archers, charges into help finish off the last 3 remaining spears. 13 zombies are raised back to help hold up the whitelions....nope-reforms to face the wraiths who finish off the spearelves :( Eagle vs Necro fluffs re-rolling fear but holds.
My whitelions charge in to kill a wraith (magic attacks)
Win to the Zombies...just. on VPs I lost by 70ish (including the extra 100VPs for general). Not bad for losing General turn 1.