söndag 21 augusti 2011

The Battle at Bärnstensvägen!

The Battle at Bärnstensvägen
2000 pts of Tomb Kings vs. Chaos Warriors
Battle played out by Hate and Erik. Narrator is The Cornerfag.

Chaos Warriors List:
The Great Leader Carl is pushing his intelligence to the limit. So many options. Options, options. He talks loudly about trying something new. What sinister plan may he crack from the tome of Chaos Warriors?
The List:
Two units of 24 Chaos Warriors.
Add Hand Wep/ Shield MOK/MOT
Festus
Chaos Sorcerer with Dispel Scroll
Lore of Death
5 Chaos Knights, MOK
Exalted hero on Juggernaut, BSB, MOK, GW
Chaos Lord, Armor of Damnation, Father of Blades
10 Chaos Warhounds

Tomb Kings List:
The Battle has not yet started, and yet Tomb King Erik is facing a dilemma. There is only 300 points left before the 2000 pts limit. He cannot push in his Sphinx and and Casket both. Or will he drop his Necrotect?
The List:
Liche High Priest (lvl 4), Dispel Scroll, Scroll of Mighty Incantations
Tomb Prince w/ Great Wpn, Armor of Silvered Steel, Dragonbane Gem
Necrotect w/ Dragonhelm
49 Skeleton Warriors w/ Shield, Spear, Full Command
17 Skeleton Archers
10 Skeleton Horsemen
3 Skeleton Chariots
20 Tomb Guard w/ Full Command
3 Necropolis Knights w/ Captain, standard Bearer
Khemrian Warsphinx
Casket of Souls


Pre-game Interview:
Erik:
What is your game plan?
Go with the flow, hope that it works, using all my miniatures at my disposal.
Sounds good. What are your hopes?
Not to die so effing hard.
Oh... What are your fears then?
To die so effing hard.
I sense that you have faced his opponent before and lost.
Yes.
So, do you have any plan to counter his units?
My Horde will tie up something whilst the Tomb Guards take the flank, or taking a slightly safer route than the last battle, so as not to die.
Archers will KILL bad doggies. Or make pot-shots at Chaos Knights.
Cavalry will vanguard, hopefully towards a flank, charge anything except Chaos Knights.
Try not to let anything wander off alone. Also hopes the Casket will get to shoot, possibly at the Chaos Knights
I also hope to gain the Killing Blow Spell, to give the horde. Might also keep the Vortex Spell if I get it. Then just to throw buffs around.
Oh yeah, and the Sphinx will do shit.

Carl (Hate):
What is your game plan?
Kill him. Not his miniatures. Him.
On a bit on the serious side though (not that killing him wasn't serious), I'm trying out two new things.
Firstly, I'm trying out Festus, the Leech Lord because POISONED ATTACKS to my two-hand weapon unit sounds like a sweet... bloodbath. I'll see how it turns out.
Secondly, I'm trying out a Chaos Lord with Father of Blades & Armour of Damnation, meaning the enemy hits himself on 1s and must reroll all successfull to-hit rolls. (TCs comment: I call this the "Why are you hitting yourself?-build").
This however comes at the price of less than usual Sorcerers, only 1 level 1 (except for Festus).
That's nice. What are your hopes then?
To win.
That's a bit more optimistic than the other guy. What are your fears then?
I fear nothing.
That's nice. So, do you have any plan to counter his units?
Not really, but Poisoned Attacks are partially there to use against his Sphinx.
And my Exalted Hero on Juggernaut has a Great Weapon... Again, in case of Sphinx.

Deployment & Such:
Pitched Battle, "Last Man Standing" (i.e. Just play and have fun until someone is the winner).
Roll-off: 3,3 - 4,4 - 2,2 - 5,5. Then Erik wins on 1,4. He lets Carl begin deploying.
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Terrain Set-up

Carl deploys 24 Chaos Warriors (5 man wide, 5 man deep, Hand weapon and Shield, mark of Tzeentch and the lvl1 Sorcerer) slightly south of the Arcane Ruins.
Erik counter's with placing his horde straight in front of them (10 man wide, 5 man deep Skeleton Warriors with Tomb Prince).
Carl does not really know what to do, so he places his 8 man wide, 3 man deep unit (two hand weapons and Festus with them) just south of his other unit.
Erik counters with his Tomb Guard (7 man wide, 3 man deep, hand weapon and shield, with Necrotect)
Carl simply places his 5 Dogs north of his other units.
Erik places his Warsphinx just south of his Tomb Guards.
Carl places his 5 Chaos Knights behind his dogs.
Erik realizes he has no good spot to place his Chariots... So he places his Cavalry at the southernmost part of the table.
Carl places his other dogs just north of his... other dogs.
And after some rule-searching, we concluded that Chariots can move through obstacles, and so Erik places them just in front of one.
Carl places his Exalted Hero on Juggernaut with his Knights.
Erik places his Necropolis Knights just south of his Chariots, then proceeds to place his Casket of Souls between the Necropolis Knights and Skeleton horde as Carl places his other other Chaos Lord with the unit he placed first on the table.
TCs comment: Err, missed where Erik placed his Archers with Liche Priest south of the Warpshinx. Oh well. He did sometime during mid-deployment.

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Post deployment

Magic rolls:
Festus has Magnificent Bubous and Curse of the Leaper.
Chaos Sorcerer has Spirit Leech.
Liche Priest has the killing blow spell, the protection spell, the attack spell, the movement hex spell.

Turn 1:
Chaos Warriors:
Movement:

Everything moves forward in a nice line. How very Chaotic... Except for the dogs, who run off through the ruins, and the Chaos Knights who seek to take the battle to the Necropolis Knights and Chariots (along with 5 dogs).
Magic:
Carl gains 6 dice, Erik gains 4
All dice goes to Curse of the Leaper, with a score of 20, and Erik fails to dispel. His Horde now has the Curse upon them.

Tomb Kings:
Movement:

Same here, everything moves up. Chariots turn to face the Chaos Knights, and the Cavalry turn, aiming for the flank of Festus' unit.
Magic:
Erik gains 6 dice, Carl gains 4 dice.
Erik dispels the Curse, using 3 dice (gotta be on the safe side...), and uses his Scroll of Mighty Incantations, using 5 dice to cast the extended Protection Spell. However, not irresistable, but with a score of 20. In response, the Sorcerer lifts his scroll... And the Protection spell is promptly dispeled.
With only 2 dice left against Carls 4, his last spell is also dispeled.
Shooting:
Chariots fire and kills one dog. First blood to Tomb Kings!
Then, his Archers fires upon the Chaos Warriors, 3 hits, one wound... and the regeneration save from Festus saves him.
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Turn 1: Everything moves forward-ish

Turn 2:
Chaos Warriors:
Movement:

Carl ponders a bit what to do... He sees that his dogs in front of the Knights are in the Knights' way, so he decides to attempt a charge against the Casket of Souls, because well... "Kicks n' giggles", he says. It'll get them out of the way anyway.
Naturally, the roll is a WHA-- Erm, 12, so the charge... reaches. Some shouting about how "That's not supposed to happen!" occur, but this is obviously what happens when you kick and giggle.
So, it's settled that kicking and giggling is good, but surely the Knights can't get to the Chariots? I mean, you need another 12-- ... Nevermind. They charge too. Although, the price was one Knight dead due to Dangerous Small Walls.
Then, his Warriors tries their charges towards Tomb Guards / Skeleton Horde, but failing. Apparently, only charging long distances work.
Magic:
Carl get's the double 6's, gaining a full 12 Power Dice, Erik only getting 7 Dispel Dice... But Carl does not really know what to use the Power Dices for. He only has 3 spells due to running a magic-light list.
He opts to cast the Bubous-spell first, against the Sphinx, with 3 dice, getting it through. Erik lets it pass, and the Sphinx takes a wound.
Following Bubous, he casts Spirit Leech against the Sphinx, apparently for more kicks n' giggles. He using 6 dice, gaining himself the Irresistable Miscast, casing another wound on the Sphinx.
The Miscast causes a magical feedback, losing 2 of his 3 remaining Power dice, and his Sorcerer takes a wound.
Last spell is easily dispeled.
Close Combat:
First off, le dogs! They do no damage against the Casket. Oh well.
The Casket's Crew strikes back, killing three poor dogs, the last dogs rushes off, tail between legs. We opt to remove him... And so we do.
THEN, KNIGHTS. The Knight cause 5 wounds, and the Chariots receive no armour saves against these.. Then, his 4 horses strike (higher initiative than the Chariots), causing yet another wound. By now, 2 Chariots out of 3 are dead, and The Lord on Juggernaut causes a wound, while the Chariot wounds a Knight (saved, ofcourse). Then, the skeletal horses makes a wound, yet saved again. All Chariots, dead. The Knights rush straight forward in bloodlust, past the Necropolis Knights.
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As the Wolves die, the Knights kill the Chariots, while everyone else footslogs forward

Tomb Kings:
Movement:

The Warpshinx charges Festus's unit, with Tomb Guard back-up, and Skeletal Horsemen in the flank. That unit seems pretty... endangered to me, as in, soon-to-be-extinct. However, 3 Horsemen die on the way due to Dangerous Fences.
Skeleton Horde charges the other unit of Chaos Warriors.
Then, Necropolis Knights turns around, facing the rear of the Chaos Knights, and begin to stare them down... PREPARE FOR THE EPIC KNIGHTLY BATTLE.
Magic:
Erik gains 12 Power Dice, Carl gains 5 power dice. Things seem to be turning in Erik's favour.
First off, the Killing Blow spell on the Guards, with a score of 11. That'll give them killing blow on 5+, if Carl wouldn't have dispeled with ALL HIS POWER DICE. Ohyeah.
Next, extended Protection Spell. Success, and Tomb Guards, Sphinx, Horsemen, and Archers gain the 5+ Ward Save. Also, the three horsemen are now alive again!
Next, the extended Attack Spell! DOUBLE 6! Miscast! YAAAY!
The Skeleton Horde, The Guards, The Sphinx, The Horsemen and the Casket gains extra attacks. Then, roll for the miscast!
Magical feedback! Nothing takes any wounds, and he has already emptied his Power Dice Pool. Perfect turn!
Close Combat:
THE CHAOS LORD ROARS A CHALLENGE, and the Tomb King flees to the backer rows. BOOH! BOOH!
The hand weapon & shield-unit begins. 7 hits... and every single on of them wounds, with an abnormal amount of 5's and 6's. 3 Skeleton Warriors dies due to abnormally good saves, and the Lord strikes in RAGE (or maybe Carl, he seems a bit possessed by Khorne at those saves), killing another skeleton.
Next, the retaliation! A total of 29 attacks, dealing 5 wounds. However, Carl's 3+ armour, then 5+ ward shrugs off every attack. Combat resolution: Another 3 skeletons die.
Next combat: Festus's unit. The Chaos Warriors cough up a grand total of 31 attacks against the Tomb Guard. About average hits, and the total amount of wounds amounts to 17. Erik rolls his 6+ armour, 5+ ward, saving 9 of them. So 8 dead.
Then, three warriors (12 attacks) strikes against the Horsemen. 7 Wounds against the Horsemen, of which 5 die. Then, some remaining strikes at the Sphinx, doing nothing.
Next, Horsemen strikes, causing one wound, killing one warrior.
The howda crew of the Sphinx Killing Blows two Warriors.
Then, the Guards strikes a grand 22 attacks. With re-roll to hit, they miss only 2 attacks. That's 20 attacks left to wounds, with killing blow. 5 of them Killing Blows, and 6 wounds. Against the odds, Carl saves only 2 of the 6 warriors.
Necrotect also manages to kill a warrior.
And left is... the Sphinx. However, even with the Thunderstomp it does nothing.
In the end, the Chaos Warriors lose the great fight, but they do not flee, but they lose their Frenzy. Will they stand another round?
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everything just clashes together! Yay!

Turn 3:
Chaos Warriors:
Movement:

The dogs who the previous turn just stood in the ruins jump out, at the flank of the Skeleton horde! It's almost as if it was planned! And the Knights turn around to face the Necropolis Knights in the KNIGHTLY STAREDOWN.
Magic:
Carl yet again has some weird luck, gaining 11 Power Dice, Erik only having 6. It is worth to note that Carl is feeling really uncomfortable with all this weird luck.
The first spell to cast: Curse of the Leaper with 6 dice, only to get the Dispel Scroll treatment. Then, he has no other spell he is able to cast.
Close Combat:
He begins at the Horde - and the Lord roars a challenge in RAGE. The Champion answers. The Lord deals 5 wounds, and the Champion is dead.
Continuing with the rest of the unit, 13 attacks, 3 wounds, 3 dead.
And the dogs in the flank bites nothing, leaving only the Skeletal retaliation left...
8 attacks go to the dogs, killing all but one of them. Then they throw their 28 attacks against the Chaos Warriors, and 3 of them wounds, but all are saved. Only the Tomb Prince manages to cut down two of the Warriors. Combat resolution means that 4 more Skeleton die.
Next Close Combat: The Guards-Sphinx-Horsemen Vs Warriors.
21 attacks from the Chaos Warriors are directed against the Tomb Guards, dealing 7 wounds, causing 4 casualities. Then 6 attacks towards the Horsemen, 4 hits, 4 wounds... 1 dead, and Carl curses the luck of Erik. 3 attacks to the Sphinx does nothing, and Carl is getting more Khorne-possessed.
Now for the retaliation. Horsemen with horses kills 1 together, Howdah crew does 3 wounds, killing none. Guards, without the Hate to support them, does 1 Killing Blow, and 1 wound (the wound is saved). Sphinx deals 4 wounds, killing 2 Warriors. Erik wins combat due to courtesy of a Musician, but the Warriors hold their ground.
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Stuff die. Knights turn around. That's bout it

Tomb Kings:
Movement:

The Knightly Battle ensues! Necropolis Knights charges Chaos Knights (place your bets! Bets placed?! LET'S GO!)
And as the archers move forward a bit, Carl comes to the realization that Heavy Magic would have been slightly more fun.
Magic: Erik rolls up 11 Power dice, gaining the 12th from his Casket, with Carl having 6 dispel dice.
First cast: Killing Blow spell on the Horde, Carl trying to dispel with 3 dice but failing. That battle now seems almost hopeless for Carl. This also lets the Horde unit regain their Champion.
Then, extended Protection Spell, with 5 dice passes. This time, the Horde also benefits from it. Horde, horsemen and Guards regain some models too.
Then, Erik casts The Attack Spell with 5 dice, but Carl dispels with 3 dice on a double 6.
Close Combat:
The Exalted Hero on Juggernaut ROARS A CHALLENGE TO THE NECROPOLIS KNIGHTS IN RAAAAGEEEEE.
...
RAAAAAGEEEEE.
Even Carl roars.
For real.
Though we reserve that battle for later. For now, it's the Sphinx-Guards (the horsemen are out of the combat due to the first line no longer reaching them) Vs Warriors.
Warriors strike 18 attacks against the Guards, causing 9 wounds, 4 of which are saved. They strike back, dealing 1 Killing Blow, and 2 Wounds, but both wounds are saved. The Howdah crew deals 1 Killing Blow, and then the Sphinx kills nothing, but only 2 warriors and Festus remain.
Next up, the Horde vs Warriors. The Warriors strike the Skeletons, killing 7 of them. Then 1 Skeleton Warriors strikes down the lonely dog dead, while 26 attacks from the Skeletons strike at the Warriors.. With Killing Blow. Dealing 1 wounds. Oh.
Is it just me, or is this strange luck-bad luck shifting between the players?
Last left: Tomb Prince, strikes, 3 wounds, 3 dead. Final resolution: 4 more dead Skeletons. This really is the battle of attrition...
NOW, THE KNIGHTLY BATTLE!
Chaos Knights, not having the charge deals 6 wounds, with Erik only managing to save 1 of them.. Resulting in one dead Necropolis Knight, and one rather wounded. Then, the Horse bites the next Necropolis Knight to death... And only the Challenge remains!
The Necropolis Champion strikes first (courtesy of the Heros Great Weapon), dealing 3 wounds, all of which are saved. The Serpent bites 2 poisonous, but both of them are saved too. The Lord promptly proceeds to slaughter the enemy Knight, and the Chaos Knights are free to roam and kill some more dead.

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Well... Not much difference from the last picture. Except for that the TK Knights teleported away

Turn 4:
Chaos Warriors:
Movement:

The now-free Knights measure the Charge towards the Casket, but deem it too far away. Rolling 13 on two d6 is not the easiest of tasks. They opt to only move forward.
Magic:
By now, the great wind of magic has passed (seriously, what was that? Both players seemed only to get ratings over 10!?).
But now, both players receive only 3 Power Dice, and Carl doesn't even get his spell cast. Underwhelming...
Close Combat:
Chaos Lord shouts his CHALLENGE IN RAGE to the Tomb Prince of the Skeleton horde, but the Champion accepts in his stead, again. But he doesn't manage to kill the Champion in some weird fashion, and not even Father of Blades manages to kill his opponent (even though it wounded him). Now for the rest of his unit, and the incredibly bad rolls manages only 1 wound... Which, ofcourse, is saved. Some bad words start flying in the room, which a best left unmentioned (the worst one being "not fun").
The Horde strikes back, 2 Killing Blow and 2 Wounds kills a total of 1 Warrior, and the battle is even. Musician gets the battle in Eriks favour yet again, but the Warriors hold their ground.
In the other unit, things go a... little better. For Erik, that is. 4 Wounds are dealt, although only 1 warrior die.
The Tomb Guards kill off 2 Warriors, leaving only Festus left... Who promptly is killed by the Necrotect. The Tomb Guards, Warsphinx and Horsemen are free to further pursue their interests.
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Alas! One unit of CW dead, and the Knights are moving!

Tomb Kings:
Movement:

Tomb Guards try their luck at flank-charging the Chaos Warriors beside them... And fail. Warsphinx move forward a bit and turn, it too against the Chaos Warriors. Archers move a bit forward.
Magic:
Tomb Kings gain 10 Power Dice, Chaos Warriors holds 6 dispel Dice.
First: The Killing Blow Spell, cast on a 9 on the Undead Horde. Carl lets it pass, and some Skeletons are resurrected.
Second: Irresistably cast Protection Spell, extended, with 6 dice. Models in the Horde, The Guard, and The horsemen are brought back.
Miscast is Magical Feedback... Again. But only 2 Power Dice are lost, and no one is harmed.
Close Combat:
First up, Chaos Lord vs Champion challenge. Father of Blades gets the Champion to kill himself with a Killing Blow, lol.
Next, Warriors strike. 4 wounds concieved, 3 dead.
Retaliation from the skeletons brings about 19 attacks, and the demise of 1 Chaos Warrior. Then, their great King goes forward, taking down 1 Warrior. Turn end.


Turn 5:
Chaos Warriors:
Movement:

The Knights charge the poor casket in front of them. I do not believe it will last long.
Magic:
Carl is not able to cast anything, due to the sorcerer being in Close Combat.
Close Combat:
Chaos Lord challenges the Tomb Prince, who runs away. So... We move to the Knights, who promptly blow up the Casket (sounds like some medieval terrorist attack to me... But seriously, it exploded), but nothing is caught in the explosion, and the Knights overrun!
Then, the Chaos Warriors unit. 13 attacks, 7 wounds, 4 deaths. Then the Lord swings his axe, bringing down 1 Skeleton.
The skeletons strike back with 18 attacks, and... 1 wound, along with 2 killing blows are brought of which Carl saves none. 3 Skeletons die in the combat resolution.

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As the Chaos Knights destroy the Casket, Tomb Kings fail all their Charges

Tomb Kings:
Movement:

The Tomb Guards wanted to charge, oh how they wanted to... But there was a Sphinx in the way that they could not pass beside, it was too narrow. And the Sphinx could no longer see the Chaos Warriors, so it too could not charge. The Horsemen could not move, everything was in the way... So everyone just shuffled around, Tomb Guard facing the oncoming Chaos Knights with the Skeletal Horsemen to aid.
Cluttered board, I say.
Magic:
Erik gains 9 power dice, Carl gains 5.
The Killing blow spell passes unnoticed by Carl.
The Attack Spell is cast upon the Horde. Carl dispels it using 3 dice.
Erik casts the Protection spell upon the Horde, and Carl lets it through.
Lastly, the movement hex upon the Knights... which fails.
Close Combat:
CHALLENGE, the Lord roars once again at the cowardly Tomb Prince, and once yet again he sends his champion to take the battle. No one of them damages the other. Again. Eh.
Then... The Warriors strike. 4 Wounds, 1 dead.
The Skeletons and Tomb Prince manages between them bring down a total of 1 Warrior, and the Warriors hold the ground against the horrifying music the Skeletons play... again.

Turn 6:
Chaos Warriors:

The Knights commence their charge against the Archers with Liche Priest, and succeed.
Close Combat:
The Chaos Lord on Juggernaut ROARS A CHALLENGE IN DEFIANCE against the Liche Priest. Who declines. Is it just me, or do the characters in the Tomb Kings army never accept?
Anyways, the Knights manages to bring down eight skeleton warriors, and only the Liche Priest survives after crumbling, with one wound remaining.
Then, the Chaos Lord against the Champion.
AND NOW, (BRACE FOR EPIC), THE CHAOS LORD KILLS THE CHAMPION.
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YES, YOU HEARD ME, HE KILLS THE CHAMPION! OVERKILL 1.
CARL IS BURSTING INTO TEARS OF MANLINESS AT HOW MANLY HIS LORD IS.
THIS IS INCREDIBLE, FOLKS.
So to say, both I and Carl are tired of seeing the Champion survive the challenge.
Then, the rest of the warriors strike. Killing one skeleton. Sigh.
And in the retaliation, Carl manages to save all three wounds (two of which were Killing Blow) that the skeletons threw his way.
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Only the Liche Priest stands before the mighty Chaos Knights

Tomb Kings:
Movement:

EVERYTHING CHARGES.
Really.
Tomb Guards Charge Chaos Knights.
The Horsemen charge the Chaos Knights.
Warsphinx charges the Chaos Warriors.
Magic:
Erik gains 10 dice, Carl gains 6.
The Killing Blow spell is cast first, upon the horde. bringing back the pesky champion. Carl lets it through.
Then, the attack spell upon the horde. A score of 15 , and Carl goes at the dispel, succeeding.
Lastly, the protection spell is cast upon everything.
Close Combat:
Now, the Skeleton Champion challenges, and Chaos accepts... The Sorcerer that is. Idk. Oh well. We'll see about that.
... Nevermind, he just killed the Champion.
Now, the Lord realizes how bad he has been, when faced with the combat prowess of the Sorcerer, and decides to kill 3 Skeletons.
Heck, even the Chaos Warriors decides to cause 7 wounds.
6 are saved though, and only 1 dies.
Next, the Howdah crew killing blows a warrior, the skeletons none, and the Sphinx brings down 4 of the warriors. Yet, the Chaos Warriors does not relent.
Then, the Chaos Knights punch the Tomb Guards, breaking 6 of them in pieces. The Juggernaut kills one Horseman.
Then, the Horsemen get mad and fights back. Doing nothing.
The Guards manages to killing blow one of the Knights. And the second last model to deal his blows is the Chaos Lord.
Who fails to do anything.
THEN, THE MIGHTY JUGGERNAUT STOMPS THE LICHE PRIEST TO DEATH, AND THE EYE OF THE GODS IS UPON HIM. HE NOW HAS LEADERSHIP 9. OHYEAH.
All but one Horseman dies to combat resolution, and all Tomb Guards die.
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Getting a bit empty on the board...

Turn 7:
Chaos Warriors:

All is locked in Close Combat, so therefore...
Close Combat:
Horseman dies.
Then, the Chaos Warriors vs Sphinx and Horde.
The Lord strikes, destroying 2 skeletons, while his brethren chop up 3 skeletons, who in response killing blows one Warrior. Then, the Sphinx's howdah crew brings about the demise of yet another Chaos Warrior, and the Sphinx itself kills 3. Music defeats the brave Warriors of Chaos, but yet they stand their ground.

Tomb Kings:
Close Combat:

Tomb Prince flees even before Carl has had the time to issue his challenge, and then, fighting commences.
Warriors bring 4 wounds to the Skeletons, who passes 3 parry saves, meaning only one skeleton dies.
Then, the Howdah crew strikes at the Lord, who has made his way to the Sphinx... Managing to place two wounds upon the Sphinx... BAHAHA. Erm, no, seriously, they did. Dat father of Blades.
And then the Sphinx hits itself 2 times, wounding itself 1 time. PFFTT. Sphinx killing itself.
And then, Erik concedes. He sees that the Knights will come from behind, and kill his Skeleton Warriors, while his Sphinx dies this turn in Combat Resolution (after hitting itself way too much).
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The last moment of the battle, seconds before the Sphinx die
The end.

Then, Erik and Carl commence and talk about the mistakes and such.
First off, Carl realizes he should have taken the Banner of Rage, instead of the banner he forgot to use (some sort of lazorbeam banner), for the Festus unit.
And he did not really like Festus tha much. He would rather have his lvl4 Sorcerer.
Then, there were too many cases of forgetting Fear. It would have made a difference, perhaps.
The terrain was also a bit in the way. The Arcane Ruin should have taken up less place. We should buy a hill.
We all three agree on that luck was a pretty... disrupting factor. It went up and down rather harshly.
Chariots and Necropolis Knights both failed to do anything, and we believed the Knights were used incorrectly, and the Chariots did not get their charge, therefore they did nothing. We figured the Knights would fare better against enemies with a bit lighter armour.
Also, having buried beneath the sands could have helped, for the Necropolis Knights. An element of surprise, and more deployment does help, plus a very potential rear charge.
Erik also notes how he should have more Tomb Guards, replacing... Something.
And that concludes the Battle of Bärnstensvägen.
Also, most memorable moment:
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