Beastclaw riders want to take back the territory I've won in the 6th battle, and attack me...
BATTLE n. 9 - TK VS BEASTCLAW RIDERS
Tomb Kings
Royal warsphinx (General, master of Black Arts)
Liche Priest
Necrotect
6
Necro Knights
5 Horsemen
5 Horsemen
10 Skeletons
30 Archers
(NOTE: given that we play in a realm where you can place additional wyldwood forests during the game, i choosed to pick the artefact that let me teleport one unit from a forest to another. I need just one addtional forest to make it work, but in five turns, it will never happen.)
Beastclaw
Frostlord on Stonehorn (general)
1 x Thundertusk
1 x 2 Mournfang
1 x 4 Mournfang
1 x 4 Frost Sabres
Scenario: Blood and Glory
I must have a sort of Subscription for this one...
Set-up
From my left to my right: I place a horsemen unit and the Sk. warriors (near the left objective), the Royal Warkitty, the archers with the necrotect at the center, then the NK, the priest and the other Sk horsemen on the right .
My opponent places (from my left to my right): the 4 mournfang and the tigers near his objective, the Frostlord at the center, then the thundertusk and the 2 mournfang on the other objective.
FIRST TURN:
Beastclaw: my opponent decides to start. Rolling on the winds of his Allegiance, he obtains to re-roll all the 1s for saves. He advance with the Thundertusk (keeping a safe distance from the archers), and run at the center with the Frostlord; the Lord needs a 9 to charge, but fails.
Tomb Kings.
I must immediately take hard decisions.
The frostlord is in a perfect position: I can hit it with ALL the intact power of my army, shooting, snakes with righteous smiting and even the sphinx.
It has a save 2+ in CC and 3+ on shooting, so it will save on 3+ against my archers and 3+ agains my melee. Re-rolling all 1s.
Basically, it means that it will only take one sixth of the wounds I'm going to deliver. Halving them.
In a single turn it's not possible to do the Killing, maybe if I win a double turn, but at this point, I could win anyway with my other tactic.
So, I ignore the Lord and move my troops:
The NK and the LP goes to the right, threatening a secure charge against the Thundertusk and the mournfang.
The King, the horsemen, the warriors, the archers and the necrotect move to the left, I want to go en masse toward those 4 mournfangs.
The tigers will be wiped away by the archers: 22 of them are in range to shoot, so it's 44 arrows.
Only 6 of them wound (!), well under the average, the frost sabres roll 2 sixies, and only 2 dies, rolling a 1 on battleshock. Apparently, I picked the worse company of archers in all khemri...
SECOND TURN:
If I win the roll, I could basically end the game.
Obviously, Beastclaw go first...
The frost sabres advance a little.
The cursed thundertusk kills my Liche Priest with the ranged mortal wounds.
The frostlord charges the necrotect and also the archers (it's base is huge), the necrotect is killed by the d6 mortal wounds for the charge (rolled a 6), then all the attacks goes on the archers, and wipes them all away!
(for the note, I've rolled 25 saves for the Death trait, and I rolled only one 1. For the necrotect. :angry: )
Cool...
my turn. Let's see if we can gain some ground
Left wing: I use the warriors as a running screen, placing them within my king and the frostlord. I roll a 2 to cast arcane bolt, then I roll poorly (1) for the run of the horsemen, so i decide to use them against the tigers; the warsphinx moves, fiery roar on the mournfang (failed); there's a passage to go against the mournfangs, I'd need a 8 to charge the 'fangs, but i roll a six, so also the sphinx goes against the tigers. What an overkill...
Right wing: I've lost the buffs of the LP for the Necroknights, but i charge nonetheless, with the support of the command ability of my far king. I must divide the attacks; 3 snakes on the thundertusk, 3 snakes on the 2 mournfangs.
The thundertusk is only wounded... the tusks, against the 5 successful "to wounds" of the fangs, roll four 6s, inflicting 4 mortal wounds to my snakes, and then another one when they fight back, killing one snake.
This game is going really well...
Will it goes better in the following turns, or my bad luck will continue?
the third turn is here, and winning the roll could be decisive...