Note : The red dot on the maps are markers for the comet, the yellow cross is to count the number of markers for the comet(never went beyond 1 anyway).
White brets //EagleEye
9
KOTR
2x 8
KOTR
25 men at arms
26 men at arms
1 treb
2 level 1 mages //beast and life, curse and regrowth
2 paladins, one a
BSB
3 pegasus knighs
Blue brets //me
2x 11
KOTR
40 men at arms
2 trebs
3 pegasus knights
1 level 4, dispel scroll //heavens, blizzard, harmonic, comet and thunderbolt
1 paladin
BSB, magic shield, +1
str sword
Turn 1 blue
Blue wins first turn and vanguard. Blue pegasus doesnt move, white pegasus moves right.
All units advance except trebs.
Pegasus turns right.
[img]
http://www.dakkadakka.com/s/i/at/at2/2011/7/16/204ccd0439943b941a3edc5a6c9052e6_45776.jpg[/img]
Magic
4 PD, 3 dispel.
4 dice comet, fail to dispel.
Shooting
Treb 1 lands square on, kills 1 pegasus.
Treb 2 misses.
Pegasus passes panic test.
Turn 1 white
Knights moved up on the right
Left men at arms moved backwards
Right men at arms moved upwards
Magic
Comet lands but misses with 4 radius.
10 PD, 6 dispel
4 to heal pegasus, fails by 1.
6 to cast curse on right knights, 6 to dispel, success.
Shooting
Treb fires on left knights, misses.
Turn 2 blue
Magic
9 PD, 5 dispel dice
4 dice thunderbolt on pegasus, IF, 1 wound.
Miscast : All models in base contact take a s10 hit. 4 knights die. 5 PD lost. Im starting to love the lore of heavens now.
Shooting
2 trebs fire on the pegasus knights, causes 1 wound.
Turn 2 white
Mage men at arms charge the knights, fails, moves 6 inches towards the knights.
Pegasus charge pegasus, 17 inches away, suceeds.
Magic
2 power dice, 1 dispel dice.
Cast curse on top knights, fail.
Shooting
Treb misfires, can shoot next turn
Combat
Pegasus challenges, forced to accept
No wounds by either side, stuck in.
Turn 3 blue
Bottom knights charge men at arms, mysterious forest is a venom thicket
Magic
9 PD, 5 dispel dice
3 dice harmonic on bottom knights, pass
2 dice blizzard on pegasus, 4 dice to dispel, fail
4 dice comet, triple 6s, s10 small template on wizard. Wizard takes a wound, 3 more knights die.
Shooting
Trebs on bottom men at arms, one misses, one kills 16.
Men at arms panics, flees 9 inches towards rear edge.
Combat
The pegasus knights are stuck in combat waving s3 hand weapons around, tied...
BSB kills two men at arms. Lances kill 6, horses kill another 6. No casaulties.
Men at arms panic, flee 8 inches, knights pursue 5 inches.
Turn 3 white
Both men at arms rally
Magic
Comet lands, 8 inches radius, s5 hits.
Top knights take 9 hits, 4 knights die.
Mage on foot takes 9 hits, dies.
Bottom knights with no paladin take 9 hits, 2 die.
3 PD, 2 dispel dice
3 dice to heal pegs, fail to meet boosted
CL
Shooting
Treb misfires again, cant fire this turn
Combat
Pegasus still flailing around at each other pointlessly.
Turn 4 blue
Bottom knights swift remove and move,
DT check due to venom thicket, 1 knight dies.
Top knights and men at arms move backwards.
Magic
6 PD, 4 dispel
5 dice comet, 4 dice fails to dispel
Shooting
Treb 1 fire on bottom left knights(no paladin), kills 4.
Treb 2 on bottom right knight with paladin, misses
Combat
Pegasi still flailing around like blind mice...
Turn 4 white
Rolls exceptionally well, paladin knights manages to charge bottom knights.
Magic
Comet lands, fails to hit anything
Shooting
Treb misfires again, cant shoot this turn
Combat
Pegasi still flailing around blindly
BSB kills 1. Knights and horses kills 2 from the bottom and 1 from the right. 4 casaulties. Lose combat by 3, flees and is caught.
Turn 5 blue
Top knights charge top knights
Magic
9 PD, 1 PD from channel, 5 dispel dice.
2 dice blizzard on top knights, pass
3 dice harmonic on top knights, pass
5 dice comet, dispelled with 5 dice
Shooting
Treb on bottom knights, kills 4.
Second treb on same knights, nothing
Combat
Blue pegasi inflicts one wound, still stuck in combat.
Blue knights kill two, no casaulties. White knights win combat by 1 due to 2 standards, magic standard and virtue of duty. Stuck in combat.
Turn 5 white
Magic
8 PD, 5 dispel dice
6 dice to cast curse on men at arms, 5 to dispel, success.
Shooting
Treb on men at arms, kills 11.
Combat
Pegasi flail about uselessly
White
BSB challenges, blue champion accepts. No wounds.
Blue knights kill 1, no casaulties. Lose combat by 2, but steadfast.
Turn 6 blue
Men at arms charge top knights, but cant attack because the only model in base to base is in a challenge.
Magic
8 PD, 6 dispel
2 dice blizzard on white knights, 3 dice to dispel, fail.
2 dice harmonic on top knights, 3 to dispel, success
4 dice comet, pass
Shooting
Treb misfires, suffers a wound, cant shoot
Treb on 3 man knights unit, no wounds.
Combat
Blue pegasi kill white pegasi
Blue knights kill white knight champion, no casaulties. Blue wins by 3, white rolls double 1.
Turn 6 white
3 man knights charge men at arms in the rear.
Magic
Comet fails to come down, so we call it at this point.
Some thoughts :
-Knights are VERY bad at killing anything with a decent armor save. Then they are stuck waving s3 handweapons and hoping for lucky rolls. Actually they are pretty bad at killing anything, period.
-Trebs cant kill knights worth a damn. Generally speaking brets have no particularly reliable way of killing high armor save units(s5 lances is just -2...), nor do they have the attacks to grind down hordes.
-The men at arms rallying instead of fleeing off the board was game changing, so was the mage men at arms unit outrunning the knights. This put the blue
BSB with hostile units facing them from 3 directions, then they got charged on a double 6 by a full unit of knights, in the rear.
-Miscasts are horribly bad on mounted bret wizards surrounded by expensive knight models
-Lore of heavens is worthless unless you get insanely lucky with comet
-Pegasi knights are a expensive unit, but flying lets them block units from wheeling
-Weak characters + being forced to accept challenges is a MAJOR weakness for brets that can be easily exploited to either drag a combat out or allow a tooled up lord/hero to overkill a champion at little risk to himself
-A
BSB contributing +3
CR by himself is pretty useful at dragging a combat out
-You can actually use challenges to block an entire unit from fighting...
-If the white treb hadnt misfired for 3 turns in a row, i would probably have lost the men at arms
-I pretty much screwed up with the pegasi knights, i was trying to use them to protect my trebs (my shooting advantage), but they got charged and tied up in a challenge forever.
-If you want to play brets, wait till their book comes out or use empire.