This game took place last Tuesday, but since my wife went into labour at 4am the next morning, I never got to write up the report. I finally got a few minutes today to work on it, and being over a week late, it's going to be skimpy on the details.
However, I just
had to write it up as this is the first game for both myself and Andrew in our Tale of Gamers challenge (see
http://taleofgamers.wordpress.com). At another table Loy and Rob battled it out as well.
Army Lists
Empire
Battle Wizard - Level 1, Light,
Shem's Burning Gaze, General
Captain -
BSB
20 Swordsmen
10 Handgunners
5 Pistoliers
Mortar
Tomb Kings
Liche Priest - Level 1, Nehehekehrarian(?) Signature Spell, General
20 Skeleton Warriors
8 Skeleton Horsemen
3 Skeleton Chariots
Set-up and Deployment
We set up a 6x4 board, but ended up only using a 4x4 section. I think Andrew wanted to avoid me getting my Handgunners into the building on the other side (after having seen how well they did holding up in there in the demo games I played a few weeks ago). On the side we played we had a Mysterious Forest (top right), Magic Circle (top left), and Earthblood Mere (bottom). It's funny how many times we played with Andrew's Lizardmen and we never rolled a Marsh. His first game not using the Lizards...a Marsh.
I started deploying first I think, with the Mortar. Back and forth, yadda yadda, and above is how it looked. I Vanguarded my Pistoliers up to the edge of the Forest, and Andrew put his Horsemen into it. It turned out to be a Wildwood, so he would be moving out of it ASAP.
I rolled higher and got first turn.
Turn 1
*The Pistoliers came around to begin harrassing. I was excited to use them. The Swordsmen regular moved, not wanting to get into Charge distance of those Chariots just yet.
*The Battle Wizard
Gazed at the Chariots, doing two wounds.
*The Pistoliers managed to kill off two Horsement only, as they were in the woods. [sudden side note...I think I'm going to call them Capt. Pier's Pistoliers] The Handgunners apparently did nothing...did I forget to fire them? The Mortar got a Direct Hit on the Warriors! ... As well as a Misfire. Better than it could have been, it could not shoot this turn or next.
*The Chariots moved forward, the Warriors reformed to face the Pistoliers, as did the Horsemen, who Andrew realised next turn should have moved further to allow the Warriors to Charged.
*The Priest got his augment off and brought the dead Horsemen back.
*The Horsemen killed a Pistolier.
Turn 2
*Everyone stays put. I don't know why I didn't move the Pistoliers to a better position.
*I think the Wizard failed his casting, or got dispelled, I'm not sure.
*The Pistoliers took out three of the Horsemen ("And STAY dead!"). The Hangunners...I dunno.
*The Chariots Charge into the Swordsmen, the other units shuffle (Andrew realises his Charge-blocking mistake).
*The Priest heals the Chariot's wounds with his augment.
*We totally flubbed the Chariot's rules only doing ONE set of Impact Hits. Wow. Then, later, not only did Andrew only make one attack with each Crew instead of two, but forgot the horses' attacks. Wow. HOWEVER, after all was said and done the Swordsmen still lost 6 guys to apparently only three or four hits on the Chariots. The Swordsmen, weak-
Ld General and all, fled. Just imagine if we did that fight right, I don't think there would have been too many Swordsmen left to Flee! To make things sillier, the Swordsmen fled 1" further than the Chariots pursued. Oi.
Turn 3
*The Swords continue running, while the Pistoliers ride around and get nice and close to the Liche Priest.
*The Wizard does something or another, I don't recall.
*The Mortar, just in range of the Chariots, lob a bomb that makes a direct hit, sending human and horse bones and bits of chariot everywhere. No more Chariots. The Pistoliers kill the Liche Priest darn good. The Handgunners realise there is a fight going on and take out a Warrior.
At this point Andrew recalls the majority of our Skaven vs. Lizardmen games and calls the game so he could play Judge Dredd that was starting shortly. Having lost his big-hitting Chariots and the guy keeping his army together, there wasn't much he could do, really.
I think we both realised some strengths and weaknesses in our armies, which is exactly what we were looking for this week. The games we were all playing were purely for testing out our new armies and seeing what some of the units could do.
It wasn't until later than Andrew realised his two biggest mistakes: getting the rules wrong for the Chariots and not having his Priest in with the Warriors. I'm sure future games will see those two points dealt with.
For my Empire, I realise how important good (and re-rollable) Leadership is. And how fun Pistoliers are. I'm glad I got them right away.
Anyway, again this was a test game, so you can comment on the (dis)functionality of the lists, but you don't need to. We know.
At the other table Rob's Dwarfs crushed Loy's Dark Elves. Mostly due to his pair of cannons that I do not think Misfired the entire game. Lucky Dwarf-man.
If you would like to know more about out Tale of Gamers challenge, please check out (and follow?)
http://taleofgamers.wordpress.com.
Thanks!