Round 4, Match 3
Esco Thomson vs. andre
Scenario:
Blood and Glory
Map:
11
Deployment:
Esco left, andre right
First round:
andre has first round
Esco Thomson
Lord(Shield, Heartwood Lance, Dragonhelm, Opal Amulet, Virtue of Heroism)
Prophetess(Level 4[Heavens], Warhorse, Dispel Scroll)
Paladin(BSB, Sword of Battle, Armor of Agilulf, Dragonbane Gem)
Paladin(Grail Vow, Lance, Royal Pegasus, The Grail Shield, The Other Trickster’s Shard)
15 x Peasant Bowmen(Braziers) -
15 x Peasant Bowmen(Braziers)
9 x Knights Errant(Full Command, Errantry Banner)
8 x Knights of the Realm(Full Command, Banner of the Eternal Flame)
7 x Knights of the Realm(Full Command, Standard of Discipline)
3 x Pegasus Knights
2 x Trebuchet
Deployment
Spells: (Harmonic Convergence, Urannon’s Thunderbolt, Comet of Casandora, Chain Lightning) Loremaster near tower though.
We both have six fortitude, with both of our General’s units having enough to break us right out. Being Blood and Glory, this will require some unorthodox tactics:
The buildings will help alleviate shooting from the Chameleons, coupled with the 4 wounds, and should keep the Trebuchets firing for a few turns. Trebuchets will focus on the Temple Guard, as a solid hit can land about 10-11 hits, including the Slaan, and should net about 4-5 wounds. Archers will shoot at them, hoping for a lucky wound here or there.
Magic defensively needs to focus on stopping Pha’s early on, and later stopping crucial Timewarp/Speed of Light, saving my Dispel Scroll for that when needed. Offensively, I will linger near the Tower to gain Loremaster until it is time to move. I will attempt to stay out of Becalming Range, and fire off Thunderbolt, Comet, and Chain Lightning to take down more of the Temple Guard. I can use the combat buffs/hexes when the strike occurs. Ice Shard on Chameleons or Salamnders if they are alive. A timely Wind Blast might help position things as well as buy time as well.
The Pegasus Knights will Vanguard forward and will focus on eliminating the dangerous Salamanders as soon as possible. The Pegasus Hero will follow suit, but both will adapt to take out Skinks if needed or prepare to flank/rear the TG. The rest of this is going to be a lot of dancing, and positioning. Without Timewarp up I will have double his movement, and will attempt to avoid getting charged, and line up my coordinated strike. I realistically need two turns of shooting/magic to thin down the Temple Guard enough to charge it with everything
Andre:
Chun'qo Xar'do - Slann Mage Priest -
- Becalming cogitation, Focussed Rumination, Focus of Mystery
- BSB
- Cupped hands of the old ones
- Dragon bane Gem
- Ironcursed Icon
- Lore of Light
Lhiox the Slave - Scar Veteran
- Cold one
- Great weapon
- Light armour
- Charmed shield
- luckstone
- potion of foolhardiness
Xo'pao - Scar veteran
- Cold one
- Additional hand weapon
- Light armour, shield
- Potion of speed
20 Saurus Warriors
- Full command
20 Saurus Warriors
- Full command
5 chameleon skinks
5 chameleon skinks
5 chameleon skinks
18 Temple Guard
- banner, musician
2 salamanders
2 salamanders
Where on earth can the Bretonnians deploy? Anywhere towards the bottom of the board and they'll be taking dangerous terrain tests. Im guessing that the knights would choose the top corner to deploy their lances. But they'll be cramped up there because of the blood and glory deployment. Im imagining the bowmen will use of the buildings/walls available. Im not sure where the trebs will be but I can react to that after they've been set up with my scouts.
I will deploy my temple guard flanked by saurus units, in between the magic circle and the Earthblood mire. With the brets coming from the top corner the forest and watchtower will break up their attack. If they have some plan of attack involving jumping over the fences then im well placed to counter this. The scouts will obviously get as close in as they can to the trebuchets for some first turn damage/destruction. Salamanders will be on my right. They are excellent anti bretonnian weaponry, reducing the knights armour saves to 5+ and only affording the 6+ blessing. The salamanders can then retreat into the earthblood mire once the knights get close. The scar veterans will double up against the pegasus knights and pegasus paladin. Their toughness 5 and 2+ saves should save them from any bowmen.
Obviously the trebuchets are a concern, so early magic will focus on casting pha's protection on my lines and net of amyntok on one of the trebs. If dice allow this could be followed up with banishment or burning gaze to add to the damage. Once the troops are close to each other the shooting becomes less of a problem and the slann can concentrate on casting speed of light to make those knights hit on 5s, and damage spells to take on any pegasus not in combat.
I'm always going for becalming on the prophetess and once she is in range i'll go for big miscasts to try and transfer it to her on a 2+.
In general I want to take out those trebuchets to force the bretonnains towards me. I think the combined first turn skink fire and magical attack will do this. I'm thinking that after a couple of salamander shots those lances wont be nearly big enough to break my lines and In the drawn out combats that follow my ld9, not too badly damaged, saurus blocks
Voting ends in 72 Hours.
Regards,


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