Woohoo! Two games in one day!
Game 2, same lists, same terrain as last time (previous post), but this time we're
playing blood and glory. Now with my list it is basically if my ICKS die,
usually means my Art Collector and BSB have also died, so game over for me
unless I can pull something amazing out of nowhere with my Demigriffs and
mages. This also means I lose my fortitude (something that will need to be
looked into-might need another banner floating around somewhere...). Ryan's army has no BSB, so has a few more
banners than me to compensate, but basically has the same "problem".
Anywho, we deploy tit for tat and my deployment looks
like this:
with the cannons on the extreme flanks. I would have
deployed them more centrally, but the hill in the middle meant it would block
their LOS considerably + cannons on flanks = chaff goes after them = not
blocking my hitting force, so a sacrifice I'm happy to make.
Ryan deploys like this:
Splitting his forces into 2 equal "wings" with
knight bus central (perfect) and terrorgiest to the side (perfect).
TURN 1
So I lose the roll off and Ryan goes first and moves up
like so:
He then rolls up a 12 dice magic phase (not so useful to
VC's when not in combat-very much like the lore of shadow in that respect).
Casually IF's vanhels (killing 3 knights) and moves up ghouls and spirit host
like so:
loses 4 dice (so 4 left to my 6) and decides to cast the
vortex spell and somehow my 6 dice fail to dispel it.. Vortex goes through the
knights killing 7 (!) and the archer
bunker...
So naturally I promptly fail a re-rolling ldship 10 panic
test on the ICKS and flee of the board, loosing me the game.
END RESULT
If this was a tournament I would have played on. Charging
the demigriffs into the terrorgiest if enough died, or into the knights if they
survived the scream with sufficient bodies. I think that moving the spirit
hosts and ghouls up was a mistake because I had an easy flank charge on the
spirit host then combat reform to face off with Black Knights, and the ghouls were
too far forward to be of much use except for a convenient target for the stank.
A better move would have been to hold back a bit, see what the Stank was going
to do (run straight at black knights) and then block it with a spirit host
charge once my ICKS were not in a position to help. Even then this is risky as
I had the enchanted blades spell, so any unit could shrug off the spirit hosts
if I'm also threatening a Final transmute/searing doom elsewhere.
So I was a little annoyed (as you would be) that I had
lost the game in the first magic phase, but that's life and at least I had a
sneaky plan that could have worked...
oh dude
ReplyDeletejesus man, thats so rough. but hilarious.
so the vortex did 3d6 s3 hits, and killed 7? t4 right? fark thats unlucky.
why didnt you replay? like that time i hellcannoned your gg bunker off the board t1, and we just restarted
They are t3, but still lolz. We didn't restart because I believe Man vs Food was on tv and the guy was attempting a burrito challenge and we had to see if he could finish the 4 pound burrito, 1/2 pound of mac and cheese, and 1/2 pound of banana pudding in less than 1 hour. Riveting...
DeleteNever even considered wind of undeath before that, always thought it was a terrible ultimate lore spell. I know I got very lucky but it is definitely a nice tool to have when the winds of magic blow like crazy. Have to learn to play a bit more cautiously, had the game continued it looked like I could be out of position for several units. Still getting the hang of the terrorgheist also.
ReplyDeleteAlways a pleasure Joel. Looking forward to the next match.