The table with deployment complete and my bonus forest in place.
The Cold One Knights on the flank were one of the things most likely to cause me grief.
The Wild Riders wanted to get to the Bolt Thrower, but the Cold Ones were an issue.
The Crossbowmen and Sorceress took the hill, with a Hydra to keep them company.
The Dark Elves got the first turn and advanced carefully. The Bolt Thrower picked off one of the Wild Riders on the left, and the Crossbows got a couple of Dryads right across from them.
In my turn the Treeman did his customary thing of jumping into his BYO forest and then surfing toward the enemy using Treesinging. Executioners and Witch Elves were there waiting for him.
I moved the Dryads on the flank up behind the house, but was a bit careless about hiding them from the Cold One Knights. They could still be seen, provided they made the distance. The Wild Riders sat back a bit, intending to use the Dryads as bait.
On the other flank the Wild Riders made a point of getting out of the arcs of the enemy, whilst the Dryads sat back to reinforce the Treekin rather than getting charged.
The Cold One Knights rolled a 6 for the Banner of Murder, so charged the skulking Dryads easily. The Dark Riders also charged, which they probably shouldn't have done...
The Treeman made lots of new friends, charged by both the Witch Elves and the Executioners.
On the other flank, the Hydra accepted the invitation to charge the Treekin. I wasn't entirely sure how this one would go - I just hoped to hold.
The Sorceress decided to embrace the relative cover of the Corsair regiment, given my Spellsinger had Fury of the Forest, which would kill her pretty quickly.
So it turns out, Treekin are more than a match for Hydra that can't roll dice. They took a single wound, did a lot more in return, and ran it down when it turned to flee. Well that was easy.
The other flank was less smooth sailing. The green Dryads obliterated the Dark Riders, but the other unit only managed to drag down a single Cold One Knight before breaking and being run down. The green unit was caught by the pursuit and another combat erupted.
The combat between the Treeman and the Witch Elves and Executioners went nowhere fast. The Treeman took a wound and dropped maybe 2 Executioners in return. Obviously the Treeman was beaten, but held his ground with Stubborn. That was OK, help was on the way...
After doing such a good job on the first Dryad unit, the Cold One Knights found the second, larger unit much tougher going. The two unit champions drew each other into a challenge (why not, that was what the scenario was about), the Dryads shrugged off the couple of hits they received, and 3 knights perished in return because Tom was a gentleman and didn't pass armour saves.
The Treeman's holding action was brief. Wild Riders charged the Witch Elves, and Treekin hit the Executioners. This really should have been enough, but the Witch Elves basically gave as good as they received, and the Treeman was showing all the combat prowess of a slightly irate potato. The combat was a draw.
On the other flank, the Wild Riders narrowly defeated the Crossbowmen who had turned to face them and shot one of them on the way in. We lapped around to continue the fight.
The Dark Elves showed admirable aggression, with the Noble leading the way by charging his chariot into the Treekin. The Corsairs engaged Drycha's unit of Dryads, despite the danger to the Sorceress.
So... How do I explain this mess? Drycha and her friends embarrassed themselves, largely because the Corsairs did far more damage than they probably should have. Drycha murdered pretty much a whole rank by herself, but it wasn't enough to win combat. My unit broke and fled, but thankfully they outpaced their pursuers, thereby saving me about 600 victory points... The Treekin were also fleeing, having decided that rescuing the Treeman was not worth their time. The Wild Riders were dead. The Treeman was back to fighting by himself (but still fighting badly). At least he didn't run like everyone else...
The Cold Ones were being dragged down steadily by my Dryads. We won the challenge and Tom continued to fail armour saves. We were also enveloping the unit at this point, absolutely hammering it with attacks. They didn't want to run away, however.
Drycha and the Treekin both rallied, but then the Corsairs arrived again. The combat was pretty much a draw, but the same could not be said for the Treeman. He kept losing until he eventually fled and was run down. The Executioners carried through into the rallied Treekin, but they would not get a chance to swing before those Wild Riders up the back arrived...
This was the last action of the game. The green Dryads had finally wiped out the Cold One Knights, and charged in to claim the last member of the Witch Elf unit. The Wild Riders hit the Executioners in the rear, and another unit of Dryads lunged into to assist Drycha. Only one of them could reach, but I really just wanted the rear charge and unit strength. That was good, because I think the Corsairs actually did 2 wounds fighting to their rear. It didn't really matter. Drycha and her unit fired up properly, and put the matter to rest. What remained of both the Corsairs and the Executioners broke and were run down.
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