Same as the other game, just straight up killpoints. I managed to take a couple more photos this time.
Forces of the Abyss (same list, same master plan)
- Regiments
- Flamebearers, Jar of the Four Winds
- Succubi, Mace of Crushing
- Fleshlings, War-bow of Kaba
- Troops
- 2x Hellhounds
- Gargoyles
- Ba'su'su's Vile Spawn
- Heroes
- Ba'su'su the Vile
- Archfiend of the Abyss, Lightning Bolt (5)
- Temptress, Bane Chant
Twilight Kin
- Hordes
- Spearmen
- Regiments
- Reaper Guard
- Troops
- 2x Crossbowmen
- Blade Dancers
- Heralds of Woe
- Dark Knights
- Heroes
- Standard Bearer
- Dark Lord on Black Pegasus, TODO +1 def
- Monsters
- Hydra
Deployment
I deployed almost the same as before.
My opponents beautiful
Turn 1
Once again, I had first turn. Once again, I took it slow. The Flamebearers let loose into the center Crossbowmen and inflicted enough damage for a lucky Rout (the Standard Bearer was too far away).The Archfiend only inflicted 1 wound with his Lightning bolt.
The Twilight Kin advanced. Shots were fired at the Hounds, taking 2 wounds.
Turn 2.
I charged with everything that could.The Archfiend charged the Reaper Guard, inflicting 4 wounds.
The Hounds charged the Crossbowmen, routing them.
The other Hounds and the Succubi charged the Hydra, routing it.
The Flamebearers shot the Spearmen horde. Those dudes have an incredibly high Nerve and they held their ground for a very long time.
The Gargoyle formation flew over the Knights and into the backfield of the opponent.
Ba'su'su charged the Pegasus lord, but 6+ defense and high Nerve meant no results there.
The Reaper Guard then charged back, inflicting 3.
The Blade Dancers charged and routed one unit of Hounds. They have an incredible number of attacks, much like my own Succubi.
The Heralds of Woe shot the other Hounds, inflicting a good chunk of wounds.The Knights turned around to look at the Gargoyles.
The Archfiend's second charge finally annihilated the Reaper Guard.
The Succubi were dueling it out with the Blade Dancers.
The Hounds charged the Spearmen, but failed to do much due to Phalanx.
The Gargoyles tried to position for a rear charge, but the Vile Spawn were caught by the Knights and destroyed.
My final gamble on the right flank was the Gargoyle's charge to the back of the Spearmen horde, but I rolled 1 lower than needed to waver them. On the next turn, the Knights took out the Gargoyles and the Spearmen took out the Hounds. At least Ba'su'su escaped by flying at the double.
In the mean time, the Archfiend and Succubi mopped up the Blade Dancers and prepared to face the remnants of the Twilight Kin.
A couple successful shooting attacks later...
... the Spearmen and Knights routed and I only had to deal with the two Heroes. My opponent conceeded.
Lessons learned
- Peppering your opponent with Piercing (2) attacks from 30" range does a good job.
- Fast moving units, especially fliers, are great at out-maneuvering the enemy, especially unwieldy infantry blobs. They are great to surround and flank/rear charge them. This is as opposed to Warhammer Fantasy where ranked up infantry easily beats a cavalry charge due to static combat resolution.
- A high-Nerve horde really does hold the middle.
- Mounted archers with Nimble are a lot more better than standing Crossbowmen.
- 3+ Gargoyles are really fragile.
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