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Turn
Sequence I had first turn. I didnt move much, just moved by archers and huntsmen at the edge of the wood as well as Lore of Death Wizard, Old Man Sherard. Magic phase saw my magic dispelled or not cast. Shooting started with my mortar missing his main orc regiment but scattering right on top of the night goblin unit on his left flank! Boom! 6 goblins dead and a panic test caused the unit to flee near its table edge! The Great cannon then proceeded to destroy the rock lobba, but the mercenary cannon misfired and missed the orc unit. The archers and huntsmen only caused 1 casualty of the wolves while the handgunners and crossbowmen basically did nothing, so no panic check. The greenskins started the turn with the night goblin unit continuing to flee offboard! 1 wizard gone! There was a general march movement forward, but the giant continued to remain hidden from everything. Turn 2: ( surging forward ) Seeing that his left flank protection was gone with those goblins (and fanatics!) fleeing, I made my move. I marched the halberdiers and free company up the center to anticipate the orc units coming over the hill. I moved the knights and my general to protect the right flank of the halberdiers from those pesky wolf riders on his left flank. I consolidated my archers and huntsmen into the woods so as to still be able to shoot at the wolf riders. My left flank stayed put, since they had to protect themselves from the 2 chariots and wolf rider bearing down in front of them! Magic was ineffective again. Shooting started with my mortar hitting the orc unit, but only causing a few wounds (damn toughness 4!). The small cannon, handgunners, and crossbowmen either destroyed or panicked the 2 chariots and wolf riders offboard! Most of his right flank force destroyed! (At this point, the orc player wanted to give up, but I said continue the fight! Should have let him surrender instead!) The great cannon misfired on a 3, causing it to skip a turn! The archers and huntsmen, however, did not cause a wound. The orcs again started
with no animosity. He promptly declared charges with his wolf riders against
my hunstmen in the wood. My huntsmen declared a flee reaction, only to
roll 2 1s! Thus, they were caught even when in the forest, and worst
of all, the wolves clipped my level 1 mage( Bad judgment of distance Turn 3: ( Attack of The Giant )
On the greenskins turn, the goblins were held fast by animosity. The giant and orcs quickly charged the fleeing halberdiers, who were promptly overrun by the giant. The wolf riders who lost to the halberdiers rallied, and the other unit which had gone offboard reappeared and had no choice but to go into the forest. Magic saw another successful cast which killed my last mage. Turn 4: ( The Tide Turns ) Seeing my right flank collapse, I moved my crossbowmen and spearmen to rush over to my right. My free company and knights rallied, and the archers charged into the rear of the wolf riders in the forest. Shooting was awful as the cannons misfired or went over the giant while the handgunners failed to wound! The archers lost the combat with the wolfriders and went offboard, but he smacked into my knights. On his turn the orcs repositioned to absorb the charge of the spearmen, while the free wolf rider unit moved to capture table quarters. The giant then moved to my left flank, again within 6 inches of the spearmen, handgunners, small cannon, and mortar. The goblins moved into my right flank to deny my possession of that quarter, and also in such a way that if the knights win the combat with the wolf riders and pursue, it would go within 8 inches of the unit, releasing the fanatics. His magic again got through, and this destroyed my handgunner unit! Hand to hand saw the knights easily defeating the wolf riders, but I did not pursue to avoid the fanatics awaiting the knights. Turn 5: ( The Giant keeps on coming ) The start of the final turn saw all units within 6 (except the small cannon) of the giant failing their terror test with no chance of rallying! There goes my charge versus the orc unit! There was still hope, though. My 2 cannons and all the crossbowmen could now fire and if I kill the giant there was still a chance for a draw. The small cannon guessed 0, then promptly rolled an 8, goin over the giant by 1 inch (remember, it was within 6 inches!). The great cannon was spot on, but rolled a 1 to wound!! (If it rains it pours!!!). The crossbowmen did nothing. The last phase was anticlimactic. The giant charged the free company, which promptly failed its fear check and was run over. Nothing else occurred as the orc player played safe and decided not to cast magic and suddenly have his wizards head blow up!
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