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Made in ca
Twisted Trueborn with Blaster





So, I think I will begin to add the odd battle report here and there.

His list for 2250:

The Fey + Unicorn + 6 Grail retinue
Paladin (ran with fey)
BSB
Damsel
8 KOTR
10 Archers
10 Archers
8 Questing Knights
3 PK
Treb
Treb

My List: Total 2250

King- DoE, Cloak of the Dunes, Light Armour
Prince- Charriot of Fire, Flail, Light Armour
Liche Priest (Hiero)
Steed, Jar
Liche Priest + Casquet of SOULS!
Collar of Shap, DispellScroll

20 Skellie Bows
20 Skellie Bows
3 Charriots- Banner of the Sacred Eye
3 Charriots
1 Swarm Base

3 Ushabti
3 Carrion
1 Scorpion
17 Tomb Guard- Baner of the UL

Screaming Skull Catapult

Ok so deployment...
He, mirroring me, had:

Fey&Grail,Pegs, Treb,Bowmen and damsel,Realm Kinghts,Bowmen,Treb on hill,QuestK

I deployed from left to right.

Scorp, Ushabti 20 Skellies on hill with SSC, the casquet, 20 Bowmen, King
Behind them:
3 Charriots + Prince Cariron Tomb Guard with hiero 3 charriots
I chose to tunnel the swarm on the hill with the treb.



So, we rolled for turn ( as the fey automatically gives him the blesssing) Due to his +1 he won the roll.

Bret T1.
The Grail Knights advance towards my ushabti, but stay out of charge range. The Pegs advance in front of my hill. The Realm and Questing Knights march forward at full speed.
Magic sees the fey play (she had taken lore of life) the howler wind... to protect against the archers.
Shooting is innefective, and the trebs either misfire or miss (his guessing war right on)

TK Turn 1.
Ushabti suffle back. The carrion jump forward ready to take another 20 inch move that would take them behind the forest close to the grails to march block.
The scorp also suffles back. The archers on the hill reform into a block.
the Charriots on the far side move further out towards the edge of the table to pull the questing knights away from my main battle line.
Magic: Prince moves charriots to better position behind the hill. The King tries to make the central line of archers in front of the Realm Knights fire at them, but it is dispelled, he then casts urgency to reform the unit into a block to receive the knights charge.
Casquet liche casts smiting on SSC and it goes off, fire at the grails moving up and kill 3!
The Hiero casts urgency on the carrion, first attempt is dispelled (He is keeping dice for the casquet) Then i use jar to urgency again, this gives me another turn to deal with the grails as they are march blocked!
And then the Casquet of SOULS! went off!!! Hurrah! It was -brutal-... killed, from left to right:
The treb crew, the bowmen with damsel, the other bowmen and the other treb was reduced to 1 wound! ( can the casquet hurt warmachines...?)
Shooting:
SCC fired at grails again, killing 1 more.
Thats about it...

Bret t2:

Realm Knights pass fear and charge king and archer block, the questing knight are out of charge range from the charriots so they move up a bit. The grail move up... and the pegassus knights fail fear (trying to charge the casquet) and flee!
Magic, sees mistress of the marsh go off on the ushabti... dang. And thats about it...
Shooting sees his treb missfire and kill a crew.
Combat, the king challenges and puts 2 wounds on the champion for none in return. After combat res there are still 4 skellies left! and the King.

TK t2:
The swarm scatters of the table.
The scorpion charges the grail knights (looking to assassinate either the fey or the paladin), the chariots on the far flank pull further away they will be in charge range, but they have kept the questing knights busy.
The carrion charge the fleeing pegs and run them down.
The ushabti move forward oh so slowly and the prince charriot move down the backfield.
The tomb guard move to the flank of the realm knights, ready to charge in the flank.
Magic:
All the incantations were used to put the tomb guard into combat with the knights, and one went off to bring the skellies that were in combat back to 10 strong.
The casquet goes off again! Killing the last treb and crew (I got 8 wounds)
Sooting, the SSC fires at the questing knights on far flank and kills one.
Combat, the kings DoE kills 3 knights, the tomb guard kill one more, the knights loose combat and flee... I fail to run them down (there are 3 knights left)

The tomb scorp Killing Blows the Fey!!!! she failed her ward and she died... the scorp then died to combat res... but OMG... thats 500pts to 85! Hahaha.

Bret t3...
Knowing that there is not much he can do now, he plays on for revenge! The Questing knights charge the 3 chariots and kill... none... the chariots then fluff their attacks and crumble down to one chariot with one wound.
The Grail Knights charge the ushabti, kill them and overrun off the table.
The 3 KOTR rally and stare down at the tomb guard...

TK turn 3:
The king charges the 3 knights. The SSC moves on the kill begind the skellies as they move to face where the grails will return, the prince also lines up for their return. The skellie bowmen are brought back to 17 wounds or so with magic. And the kings special DoE attacks are dispelled... urg.
The questing knights kill the last chariot. The king dispatches of the last of the knights of the realm.

Bret T4 The grails move on to the table and reform to face the charriots and prince. The Questing knights reform to face the king.

TK turn 4: The Archers on hill add 5 ranks to fire at the grails in full force, the prince moves out of the charge arc of the grails. The king flies (yup, love that cloak) over to the flank of the questing Kights, to simply march block, effectively taking them out of the game... the tomb guard advance... and the other archers advance towards the rear of the grails.

Bret turn 5 Quests move forward... exposing the rear to the king.
Grails reform to have multiple targets for next turn to charge.

TK T5:
The king charges into the rear of the questing knights.
Carrion move up to protect the casquet from the grails.

Magic sees my King get a DoE off and kill 3 questing knights...

Shooting sees one of the last 3 grails fall.

Combat sees my TK kill off one more quest and wound the BS to no damage in return.

Bret T 6:
Grails charge into the carrion... and kill them. Overrun into casquet, but now in a position to be combo charged buy the princes charriots in the rear, both blocks of bowmen skellies, one on each flank...
The tomb king kills the BSB and one more knight.

TK Turn 6:
The tomb guard charge into the questing knights to help the king.

The others combo charge the last 2 grails and the unicorn.

The questing knights all die...

The grail knights loose combat... but only loose one more of their number!... man they are tough. They lost combat by a whooping 7 or so, but roll snake eyes to stay! And that was game.

A brutal massacre for the TK.

Cheers! Next time... pictures.


 
   
Made in us
Fresh-Faced New User




Couple questions*

Why did the unit that failed fear flee from the casket? They would just hold still.

How did the grail knights that missed their attacks on your chariots do 8 wounds to you? They have 8 static combat res?

How did they king smite himself and hit 3 knights on horse with DoE? Wouldn't he only be in B2B with 2 of them?
   
Made in us
Snord




NC, USA

You might want to check on that list set up - I was under the impression the Casket of Souls costs a hero slot as well (might be a rare though).
Good battle report though - Tomb Kings are still a great army that can do well even though it's an older codex.
   
Made in us
Fresh-Faced New User




Casket takes up a rare slot.

Humans are leadership 7 aren't they typically in bret?

If so..how did you do 8 wounds to the stone thrower with casket?

Max would be 7...

(roll double 6s +2 for 14, 14-7 would be 7 wounds).
   
Made in ca
Twisted Trueborn with Blaster





Leadership of peasents is 5... that is how I got the 8 wounds.

The casket causes terror not fear, that is why the pegs fled. And it takes up a rare slot in addition to having to take the hero liche that purchases it. Hence the lack of a bonegiant or another skull catapult in my list.

I really liked the game, one of the turning points was the tomb scorpion charging into the grail knights unit, killing the fey enchantress with one fell swoop, this effectively negated the bretonnian magic and allowed me to cast uncontested for the remainder of the battle.



 
   
Made in us
Fresh-Faced New User




When a unit fails fear on a charge they don't run away from it, they just don't move.
   
Made in ca
Twisted Trueborn with Blaster





@ Tolinwiz: as I posted in my above post. The casket causes -terror-. If a unit fails a terror test, even when declaring a charge, it will flee.



 
   
Made in ca
Gor with Big Horns





Grats on the win.
Always love to see those stinking knightboys get their behinds kicked.
Being primarily a BoC player I have better luck bashing my head into a concrete wall.....
.
..
...
As fun as that sounds I like to pass....most times....
Anyways good batrep lol

GW:
Beastmen , Ogre Kingdoms
Eldar
 
   
 
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