Right the first part of my report, ill try and get the second one up soon but i've got into a serious and unfortunate tangle with real life. Beware its long.
Lists - Mine above
Opponent – Brets
Something like this.
Bret Lord
Warhorse
Auto-hit Lance
Grail shield I think
Paladin BsB
Warhorse
Don’t think he had a magic banner
Paladin
Warhorse
Lance
Magic items – didn’t do a lot so I can’t remember
Damsel
Lvl 2
2x Scrolls
Damsel
Lvl 2
2x Scrolls
20 Peasants
Pole arms, shields
11 bowmen
Stakes
8 Knights of the Realm
FC
8 Knights of the Realm
FC
6 Knights of the Realm
FC
9 Grail Knights
Std - +D6 inch charge
Set Up – something like this.
6 knights, Bowmen, Peasants, Knights, Knights, Grail, Trees
……Rock………………………………………………….
………..…………Skellys.. Experi,. GG, Dragon, Zombies, Rock
……… Wolves ………………… Bunker
As I suspected after its near success against me last time I played it, all his Knightly hero’s piled into the Grail Knights the Damsels Joined the peasant units, One in each. The brets prayed.
My mad Combat Necrach joined the GG and the other two hid in the bunker.
Spells/ Random stuff
Damsel (bowmen) - Bears anger, Crows feast
Damsel (peasants) – Bears anger, The beast cowers
Lord – Takes Lore of Vampires
Necrach - (Bunker) Gaze of Nagash, Curse of years
Necrach – (GG) – Raise dead
Experiments Stats
M 5
Ws 4
Bs 0
S 6
T 3
W3
I0 (Minimum of 1 right? - other wise they die) – Stupidity
A3
Ld 5
Unstoppable – Regeneration
I decided to experiment on the Experiments

- Distain- Hatred.
That’s turned into a pretty good unit, my opponent was looking quite worried.
I decided to give first turn to the brets, because I was terrified of his shooting – wait that’s not right,
Turn One Bretts
Movement
No charges,
His Knights all advance forward 12â€ish, peasants move forward full. Bowmen load there bows, Knights on the far left go around the rocks and aim at wolves.
Magic,
Crows feast cast on skellys – cast on 8 – Dispelled
The Beast Cowers – Cast on 14 – Scroll
Shooting –
Bowmen shoot at skellys, 2 die
Turn one Vamprs
Charges None
Stupidity passed
Movement – Dragon flies over onto the flank, everything else advances, Dire wolves do nothing confidently out of charge range.
Magic – In short
Lord – Skelly’s gain 4, Zombies gain 16, Vanhels scrolled.
-General outrage at +3 to cast on skellys
Bunker Vamp – Skellys gain 2, zombies another 9
Vamp – Zombies gain 7
Shooting…
Good one
Turn 2 Bretts
Charges
Grails into Zombies
Knights into GG
Knights into GG
6 knights at wolves – Failed
Movement
Peasants move forward
Magic
Damsel (pesents) Bears anger – Dispelled
Damsel (Bowmen) Crows feast – 3 dead skellys
Shooting
1 dead skelly
Combat
Grail knights 19 wounds – Zombies none
Grail Knights win by 20, 6 zombies stand
Duo Knight charge on GG
Knights: 6 wounds – GG none, Vamp 2
Knights win by 2, 11 GG + vamp stand
Turn 2 Vamps
Charges
Dragon into Knights fighting gg (flank)
Experiments into peasants
Movement
Skellys towards bowmen
Dire wolves angle themselves so to take the knights away from the bunker on there overrun.
Magic
Lord – Raises 17 zombies
Casts curse of years on grail knights- Irresistible 3 knights fall
Bunker vamp – Curse of years on grail knights on 8 – Scrolled
Raises 4 GG
Combat Vamp
Raises 5 Zombies
Shooting…
Combat
Grail knights kill 8 – zombies kill … Ill give you 3 guesses
Knights win by 8 … 12 zombies stand
Knights Vs GG & Dragon
Dragon eats 2 (Damn wards), Vamp takes 1, GG take 1, - knights kill 2
Knights Loos by 4 … outnumbered by fear causing double 1 both run away neither caught, dragon goes an impressive 4â€
Experiments vs Peasants
14 dead peasants – damsel does a wound! … double one … peasants run … peasants get caught … peasants get eaten.
At this point we stopped for a quick drink, so some feedback
From Me: I think the experiments we’re pretty tough and worth there cost in this game but I’m not so sure I’d be thinking the same if they got 1 wound and 1 attack each. I like having the option to take dragons as rare, my opponent thought that was pretty powerful but he though it was fine when I told him the cost. It seems magic is more powerful then normal vampires, I don’t play magic heavy that often but I got the impression from people watching. +3 seemed a lot on raising the skelly unit.
My opponent: “Those experiment things are pretty cool, but not that reliable there fun to use for non competitive games but I don’t think they’d be use too much for competitive onesâ€
“The +1 to cast is very powerful especially with that staff and the raising powers, it would be less potent if you had -1 of the casting values, same chances of casting but easier to dispel.â€
continued... when i get round to it.