Oppenheimer's Battle Reports

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Oppenheimer

Varghulf
May 26, 2013
794
Zombies
536
First game of 3e Path to Glory. It is so much improved over the 2e version. Great to have a little bit of narrative and advancement sprinkled over my AoS games but still being balanced by points.

I was the Vyrkos necromancer Hamelin alongside Kritza from the stronghold of Mournhold. My husband played his Daughters of Khaine with the medusa prophetess Hespera and her snake women of Ghur.
We played Breakthrough. The snake women had kidnapped one of the people of Mournhold to try and extract from them the secrets of controlling rats so they could use it to control the.wild snakes of Ghur.
A fierce battle where I managed to defeat all units except Hespera who's head of snakes whispered to her a cunning ruse. She garrisoned an old keep and fled out the back door while the grave guard known as the Pipers were trying to besiege it. Minor victory for Hespera!

Next time: the Ritual where Hespera makes a blood sacrifice of her victim to try and summon a giant viper of blood!

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Looks cool!

Did you get any advancements straight away after this first fight? I'm not familiar with the new rules yet.
 
TMS
Yes, I added two additional units with my glory points (two rat swarms counts as fell bats). The quest I chose gave me bonus glory points which is why I could afford them.
But now I'm away my unit max so I'll need to get a barracks at the end of the next battle to get more units.
 
Game 2

Hamelin rushes to a ritual site to attempt to stop Hesperia's ritual sacrifice of his vampire companion she made off with last time.

Hamelin orders his troops to split up and take the two arcane focal points first before converging on the altar.

Hamelin attempts to summon graveguard to stop Hesperia but they are destroyed. Intact, Hesperia's troops manage to slow Hamelin down for so long that the ritual is almost a success until at the last moment Hamelin decides to take matters into his own hands, abandoning his attack and rushing to the altar.

Hamelin throws himself against Hesperia suffering a major injury when she turns her wrath on him but succeeding in stopping the ritual at the eleventh hour.

Minor victory for Hamelin.

Hesperia succeeds in her quest to learn to summon a snake of blood next time.
Hamelin rescues the captive but the captive is so mutulated that he transforms into a Vargskyr.

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I was missing this one!
very nice, i'll wait for the next battle
Thank you. But, apparently we're too fickle to keep playing the same armies over and over lol We've actually decided to switch armies. I'll be trying Wood Elves and he'll be playing the new swamp orcs but we're waiting on their book coming out first. Don't know if it's appropriate to post any battle results from them here as they're not death armies.
 
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Played my Nighthaunts versus my husband's Slaanesh slowly over the course of a few weeks. First time playing Nighthaunt with their new book. Here's a battle report for anyone who's interested.

House rules: Endless spells do not need to be added to your list before starting and cost no points (this didn't end up mattering as no one successfully cast an endless spell)

Open Play
Not used: Triumph, Twist, Ruse, Mysterious Terrain, Grand Strategies, Battle Tactics or Battalions.

Battleplan: Savage Gains from the 2021 GHB

See the lists in the pictures.

First round
Slaanesh won the first turn and charged all the way across the board. I had foolishly left some of my units without any chaff in front of them and lost 1 unit of chainghasts. The Infernal Enraptress garisoned herself within the stronghold in the middle of the board which was fun as I haven't seen garrison rules used very much. It's nice that you get not just +1 to save but also -1 to hit for others, since Nighthaunt can't get +1 to save there's still a reason for them to do it too.
Slaanesh won 5 victory points by getting their starting objective and both side objectives. My chainrasps managed to hold my objective. The Bladebringer on Exalted chariot was very impressive, did a lot of damage and also prevented my Banshees from being able to pile in.
Scriptor mortis targeted Sigvald from across the board. I was disappointed to read that you only get to roll to do your mortal wounds in your subsequent hero phase so he did nothing this turn.
The Infernal Enraptress completely shut down my casting with the ability to force me to reroll successes, even with Reiknor's +1 to cast. A real pain. I prioritized killing her with all my ranged attacks and a few charges into that central building. My other priority was Sigvald, with my Harridans having the ability to ignore ward saves I knew this was my chance. I did manage to pull it off even though I took a ton of losses by a follow up attack by the nearby Keeper of Secrets.
I ended up getting 3 points after having gotten the righthand objective and kept my original objective. Couldn't get to the left objective. The debuffs put on enemies by charging made this combat round way better than being attacked. I'm glad you can retreat and recharge because you basically always want to retreat whenever you can just to get that debuff off again. The only trick was making sure you can retreat everyone outside of 3" from all enemies.

Round 2
Slaanesh won the role and went first. Bladebringer wiped out the remaining banshees, although they usually do well they cannot stand up to that many attacks with a limited max unit size. I still managed to hold my original objective with all those chain rasps, having whittled down the attacking units in the last turn was a big advantage even with the debuffs having now disappeared. Also, having Pendant of the Fell Wind was amazing as it effected 3 different units that were close to my Spirit Torment. Reiknor died because I overcommitted to kill Sigvald, still worth it I think though. Slaanesh got 3 more Victory Points (Up to 8 ). He summon in a few fiends on the left hand side.
My turn came up and now that Sigvald was dead my Scriptor Mortis still didn't get to do its special move. He retargeted the Bladebringer. I tried my best to take down the Keeper of Secrets on this round but it is very tough and my Harridans were pretty much pooched at this point, its Stomp since its a monster also did a lot of damage. I did end up mopping up the remaining Slaanesh forces on the righthand side. Olynder also took a ton of damage and almost died but managed to fully heal herself with a very successful Lifting the Veil on the Deamonettes 6D3 healing is pretty gross. I only got 1 Victory Point (Up to 4) because I accidentally charged off of the righthand objective in my fervor to get those charge debuffs stacking.

Round 3
I finally won the roll which means Double Turn!! I got to roll for the Scriptor Mortis' ability and rolled a 3. . . apparently you need to get higher than the round so it still did nothing. I focus fired all ranged attacks on the very injured Keeper of Secrets finally killing it, again Olynder's Lifting the Veil is very strong here. The Chainrasps -2 rend is also nice, plus their constant +1 to hit aura is amazing, even if they do only 1 damage each. I managed to mop up the remaining Slaanesh archers too so that left only the new summoned fiends and the Bladebringer. I got all objectives giving me a whopping 9 Victory points (up to 13).

Slaanesh shook at this point.
Final Score: Nighthaunt 13 to Slaanesh 8 halfway through Round 3.

Unit Thoughts
Nighthaunt MVP = 20 Harridans with Quicksilver. They are just so killy. I'm surprised that having no rend will still work, but getting +1 hit +1 wound and ignore wards and 4 attacks each means that's so many wounds going through. Plus, if someone they charged managed to get a -1 to save debuff then they don't even need rend. Would take again.
Otherwise, Spirit Torment is both killy and their resurrection/healing is really strong. With Pendant of Fell wing they were just so useful.
Olynder was also very good but that's not a surprise at all.
The Scriptor Mortis is absolute garbage in every possible way. They do nothing in the first hero phase and are unlikely to get their roll off later on as well. They have basically no attack and no ranged attacks and are not a Wizard. What a complete waste of time, a real shame since I like the model. I will not field again.

From the Slaanesh perspective it was heroes that really carried the game, the Keeper of Secrets hits so hard and is very tough to bring down, the Bladebringer on chariot as well has many wounds and does a ton of damage and debuffs. The Enraptress is terrifying in its ability to shut down magic.

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The Scriptor Mortis is absolute garbage in every possible way. They do nothing in the first hero phase and are unlikely to get their roll off later on as well. They have basically no attack and no ranged attacks and are not a Wizard. What a complete waste of time, a real shame since I like the model. I will not field again.

I feel you pain.
One of our best models, with some of the worst rules.
 
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Awesome bat rep Oppie! Great with the pictured too, your army looks great! I am also very jealous of the fact that you can play with your husband. After 9 years with me my partner still doesn’t know the difference between a Space Marine and a Skink 😅.

I agree with your evaluation of our units. Scriptor is trash, which is so sad because it is an epic sculpt. Pendant of Fell Wind was also a total mvp in the two games I had sunday - such a great item.
 
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Morathi is here to steal souls that rightfully belong to Nagash, like the Soulthief that she is!

House rules: Endless spells/invocations do not need to be added to your list before starting and cost no points

Open Play
Not used: Triumph, Twist, Ruse, Grand Strategies, Battle Tactics or Battalions.

Battleplan: Loot and Plunder (from Core Rules Open Play Victory Table)

Lists:
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Setup
We played Battle for the Pass style where we're playing long edges. I put my Wight King and Grave Guard in the Graveyard.

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Round 1

I won roll off and chose to go second.

Did you know that Wizards can do nothing to stop Endless Invocations? They can't dispel/banish them before or after they are cast. I didn't know that! So clearly the Daughters of Khaine invocation happened and there was nothing even Nagash could do about it. Luckily, it doesn't move and didn't really come into play.

Morathi's forces moved up the board as far as they could. Nagash unbound all spells attempted.

On Nagash's turn, he used Spectral Grasp on the big scenery piece in the middle of the board which was within 3" of a few DoK units. He also got off mystic shield and summoned the Endless Spell Quicksilver Swords, its ability to ignore wards is helpful against a DoK army. Nagash's 4th spell resulted in a double 1s ending his rein of magical terror for now.

The entire Soulblight army stayed put except for Nagash. With everyone else's horrible movement and the fact that they had to guard the plunder objectives there wasn't much point in moving up. Nagash however flew across the ruins and attacked the Blood Sisters, his staff is amazing, with 4 attacks, -2 rend and D6 damage. He killed most of them but had some bad wound rolls on his sword so not all of them. When the sisters counter attacked with their mortal wound ability he used his mortal wound save to reflect one damage back which was fun. Otherwise, it's unsettling to not have a ward save for regular wounds.

Round 2

Morathi won the roll off and went first. The Slaughter Queen's priest ability rolled a 1 so didn't work. Black Horror of Ulgu has a huge range but failed to cast. Nagash unbound everything else.

Gaze of the Shadow queen in the shooting phase is so much better than Gaze of Nagash. It's the same idea but has -3 rend!

Spectral grasp did mess up the ability for the Shadow Queen to close with Nagash and caused a traffic jam around the scenery piece. However, the Witch elves can run and charge and rolled really well on both so they closed the distance. This did put them out of range of the Gladiatrix's buff but the Cauldron has a huge range at full health and so still covered them in that.

The combat was bloody causing huge casualties to both the zombies and the witches. Good thing for inspiring presence! I miss the ability of the Nighthaunts to prevent that.

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Nagash cast the Endless spell Emerald Lifeswarm to heal himself (as much as fluff wise it makes no sense) as well as being able to use Heroic Recovery now that the Blood Sisters were finished off. He also put Spectral Grasp back on as it worked really well last time. Nagash gave the Shadow Queen -1 Attack and -1 Hit, however I totally forgot that if you cast Lore spells and get a natural 9+ they go off twice, he rolled really well so I think that would have happened on at least some of them.

The Grave Guard and Wight King came out of the grave in the enemy territory and Nagash flew over to take two Plunder Objectives! Only one more to go to win but it is being guarded by Morathai and some sisters of slaughter, and the Shadow Queen is still nearby and has a huge movement range, especially compared to Nagash's pitiful 9".


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Round 3

Morathi won the roll off (again). Quicksilver Swords was dispelled. Black Horror failed to cast for the third time.

The Cauldron used its ability to give itself Always Strike First to devastating effect, killing 12 skeletons. The only reason it wasn't all of them was that Nagash used his +1 ward command ability on them. Luckily, I did manage to roll to bring 8 of them back when they activated. They back off on their turn to project the objectives.

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The Shadow Queen finally closed with Nagash and did a tremendous amount of damage even with -1 Attack and -1 Hit it made no difference as the DoK get tons of +1s all over the place to counteract it. Nagash took 12 damage! But luckily the Shadow Queen's envenomed tail rolled a 1 to hit so he wasn't slain. His counter attack was annoying as he did 11 damage with his staff and this of course only results in 3 wounds and then he has nothing left to attack with this remaining attacks.

Morathi and the Sisters closed the gap but didn't attack as they didn't want to give the Grave Guard the opportunity to kill anyone and get through to that objective.

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Nagash is not match for the Shadow Queen in melee. Even his Hand of Dust is useless. He flees to nursed his wounds with the Emerald Lifeswarm.

The graveguard made short work of the Sisters of Slaughter. The Wight King having a 2+ save withstood Morathi attacks quite well and only took 1 damage. Now they just need to retreat out of that unit and take the last plunder objective!

The skeletons and zombies are gone by now. Trying to raise them from the grave is a bust with me rolling a 3 on the round I killed 1 other unit and a 2 on the round I killed 2 other units. I hate how unreliable that ability is.

Round 4

Lost roll off again. Morathi goes first.

Nagash dispels all her spells even with just a +1 to dispel. The other unit of Sisters of Slaughter have been making their way around the far side of the board the entire game (slowed down by the Spectral Grasp) and have now reached the objectives in Nagash's territory looting 1 of them, leaving only 2 left. The necromancer and the vampire lord are all that remain to protect those.

On my turn the Graveguard, Nagash and Wight king retreat and close with the final objective, winning the game for Soulblight Gravelords!

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Final thoughts

Nagash just shuts down the enemy magic phase. Also it makes your magic phase take forever as you have so many spells to cast. I took so much time reading the lore spells and then going "that doesn't seem very good". Just because he has a lot of spells to cast doesn't mean they're really that useful. Same with the Endless spells even though we have a house rule where I have access to all of them and they're free they mostly just do D3 mortal wounds. Emerald Lifeswarm is a great endless spell. The Quicksilver swords also worked pretty well. I never cast the Purple Sun of Shyish even though it's super popular, its instant death wouldn't even work on Morathi or the Shadow Queen anyway. I wish Soublight Gravelord had some faction endless spells. Rolling double 1s did happen once but it wasn't as scary as I thought. Almost all of his abilities having no range is also amazing.

Daughters of Khaine get sooooo many +1s on everything especially when they are Hag Nar. Debuffing them is extremely difficult. +1 to hit when they start with 3+ and +1 to Ward army wide is so gross!

Heroic recovery makes Nagash even more powerful. He can easily kill whatever he's in melee with and has a 10 bravery so he basically gets to do it every round.

The Shadow Queen is terrifying. Between her and Morathi having a max of 3 damage they can take between them they can both just stand in your way and there's nothing you can do about it. With how far she can move and how limited the movement of my units is even tarpitting her seems like a real challenge. I did manage to do 10 wounds to her over the course of the game, but killing both of them is really going to take almost all your time. Nagash is great in melee with his staff but against the Shadow Queen it is pointless. I never even used Hand of Dust. The Shadow Queen is a great counter for Nagash in everything except magic.

I totally forgot about our new ability from White Dwarf that if you charge a hero you get summonable units to attack immediately. I'm not sure it would have happened naturally anyway, I was charging with my summoned units first as a matter of course because they would take more damage and therefore be weaker if they went late. But, had I remembered that I may have changed my strategy, I did have heroes imbedded in all units after all. At least I remembered the +2 to attack that the Vampire Lord on foot gets, that was a big help, 4 attacks is just not as good as I could tell from the Wight King.

Both me and the Shadow Queen forgot our Monstrous Rampage pretty much every time. I've said it before, but I'll say it again, 3e is just too rules bloated to remember everything.
 
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I agree with the rules bloat. As a tournament player it is not something that bothers me much because I train for it - but at the same time I think it is clunky game design that doesn't add tactical or strategical value to the game. And for casual players it is a pain in the neck, and it can discourage new players from starting the hobby. However, I think it is important to remember how far GW has come in this regard, thinking back to Warhammer Fantasy Battles the rules nowadays are way simpler and more consistent. Hopefully they don't start adding a lot more complexity and end up the same place as in 7th and 8th edition.
 
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Tried out a 1000 point list Legion of Blood 2v2 to game.
Allegiance: Soulblight Gravelords
- Subfaction: Legion of Blood
Coven Throne (260)
- General
- Command Trait: Tailored Downfall
- Lore of the Vampires: Soulpike

Vampire Lord (140)
- Artefact: Cloak of Mists and Shadows
- Lore of the Vampires: Spirit Gale

Wight King on Skeletal Steed (160)
5 x Black Knights (130)
5 x Black Knights (130)
3 x Vargheists (140)

Total: 960 / 1000

I love the aesthetic of the Vargheists and was hoping that their new addition of The Hunger would be a boon but no, they are still too fragile for a non summonable unit. Got taken down to 1 model versus a unit of 10 boingrot bounders.

Black Knights on the other hand performed really well. 2 dice per model in the unit MW on 5 (or 4! with Wight King) is a lot of damage. Plus with them being battleline and summonable means they can come back at 3 models, 3" away and charge back in right away for more mortal wounds.

Coven throne took a lot of punishment and so I had to keep putting All Out Defence. It's a real shame she can't use it on herself while also using Tactical Insight since that only works on Summonable units. The new Hunger kept healing her back up.

VL on foot and the 3+ unrendable plus the new Hunger was very nice. +1 Attack on summonable no longer costing a Cmd point is amazing! And you can use it on the Wight King now that he's summonable.

I got shut down in every magic phase by Skraggrot so I didn't get to try out any new spells. The new Heroic Action of ignoring ward save finally let me cut through him with the Coven Throne. Really fun to see Army specific heroic actions.

Overall had a lot of fun with this new Battletome!

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Old World first battle!
TK Vs Bretonnia. Very basic 1000 pt lists trying to figure out how to play.

TK:
High Priest
Aphophas
10 Skeleton Archer
5 Horse Archer
3 Chariots
1 Casket of Souls
3 Ushabti with bows
1 Warsphinx with 2 extra crew

Brets:
1 Baron on Peg
1 Paladin BSB
1 Damsel L2
6 Knights of Relm
12 Bowmen
5 Grail Knights
3 Peg knights

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Round 1
Bretonnians prayed to the Lady so me and my TK went first.

Tomb Kings
A very successful magic round (which I'm not used to from 8e). I cast all of my spell that had targets in range. I cast Spiritual Vortex in an area to try and discourage some charges from my fragile archers. I cast the the Ward and -1 to hit protection spell from the Casket of Souls, which was out of range for a Wizard dispel and the Fated Dispel of the Bretonnians failed to stop it. I also cast Spectral Steed .

I moved my Warsphinx, Ushabti and archers up a little and my horse archers up a lot.

I shot my Ushabti into the Knights of the Realm but they made their saves against the arrows. (Armour Bane seems hard to roll).

Between my Skeleton Archers, Chariots and Warsphinx I managed to kill one Pegasus and wound another. They passed their panic test. My horse archers killed 2 peasant bowmen.

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Bretonnians
The Grail Knights got the Regeneration spell from Lore of the Lady.

Many charges! Between Swift Stride and high horse movement it was pretty easy for all the charges to get in. Multi-charge Peg and Grail Knights against my Warsphinx. Interesting that the new wider base size for it made the difference in allowing that much frontage in. That and Lance Formation.

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The Knights of the Realm mostly managed to avoid my Vortex. They just nudged it at the very side because they're only required to maximize frontage with two of my three units, not be in the very middle and with the narrow Lance Formation they don't have much frontage. I guess I should have put the Vortex more to one side? Not sure if there's much I could have done. Good news is that they did still loose one model from the dangerous terrain test. My Stand and Shoots all didn't wound because of armour saves.

The Bowmen killed 3 Horse Archers with those flaming shots from their brasiers, ouch! The damsel didn't roll high enough for a fireball at least.

I rolled really well on Regeneration saves in combat saving 2 wounds. The -1 to Hit from the Protection spell was really helpful as charges give Bretonnians so many advantages +2 Strength AP -2 makes even my 6 Toughness and Heavy Armour irrelevant. In the end the Warsphinx only took 1 wound, however it lost combat resolution by 5. With it's Indominable 2 it only took 3 wounds so was still alive! It fell back and Bretonnians restrained following up so as to try to use their lances again next turn.

The Ushabti also fared pretty well, one of them took 2 wounds and they killed 2 back. They still lost combat resolution due to the banner but the Indominable 1 kept them from losing any more wounds.

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Round 2
It's weird not rolling for the double turn!

Tomb Kings
Terrible magic phase. I didn't manage to dispel the Regeneration on the Gail Knights nor did I get my vortex moved over to where the Baron was. In fact, in my attempt to get her facing that direction I moved Khalida out of position but took solace in the fact that she was ethereal right now. I also failed to do Arise as I didn't make the leadership test by rolling a 10!

I charged the chariots into the flank of the pegasus knights and charged the sphinx into the Grail knights and BSB. I left the Knights of the Realm where they were and instead decided to shoot them.

The skeleton archer and breath weapon from Aphophis wounds were both saved with 6s on the Blessing of the Lady save! First time this game that's worked. However, the Ushabti managed to get one Multiple Wounds 2 shot through killing 2 of the 3 remaining Knights of the Realm. The remaining knight broke since he had a -2 to his leadership due to the spell cast on him last turn.

I realized too late that I don't get impact hits from the Sphinx due to it only being able to charge the 2" it was pushed back. The Sphinx manages to armour save all of the attacks from the Grail Knights due to them not having lances to give them AP anymore but the Sphinx also can't get through their armour even with the AP -1 and +1 S from their calvary spears. Combat result is lost for the Sphinx due to the banners. But at least we blunted the lance.

The Chariots got their hits in, killing the last Pegasus Knight. They then overran into the Grail Knights tying them up for the next round so they can't get their lances in again.

Over on the hill the skeleton horse archers charge the peasants. No one hurts anyone but the horses lose combat result due to the banner and extra rank of the peasants and are destroyed by Unstable.

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Bretonnia
The damsel dispels the Spectral Steed on Khalida leaving her vulnerable in the shooting phase! The Knight of the Realm continues to flee The damsel moves up and the peasant bowmen turn to try and take a shot at her. Luckily, she manages to dispel the fireball by 1 and the bowmen take so many penalties to shooting at long range after moving plus the -1 to hit from the Casket of Souls that they do not hit. Scary stuff!

We had thought the Baron would have Skirmish either because Pegasus Knights have it or because he's a lone character, but apparently ridden Pegasus don't have that rule and lone character only applies to calvary or infantry. Luckily because the Sphix was pushed back his flank is just barely within the Baron's front arch so he can make essentially a 90 degree charge to hit it in the side. I seem to remember there was a bunch of rules about not wheeling when charging in 8e but there doesn't appear to be any restrictions in TOW except that you have to be in the forward arc and can in fact fit.

Even though the chariots charged last turn they had already acted and the grail knights had already acted so they didn't get any bonuses from charging this turn. The BSB challenges the champion horse master and he accepts. However, no wounds are done to the chariots by either the one grail knight on the flank or the BSB, mostly due to the -1 to hit from the Casket of Souls (that spell is soooo good).

The baron easily dispatches the Sphinx with his charge and follows through into the Chariots. The Chariots manage to kill 1 grail knight (with their horses of course) and so win the battle by 1. Both the Grail Knights and Baron fall back in good order. The chariots restrain.

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Round 3

Tomb Kings

I put the vortex back in although it wasn't really anywhere that would do much but -1 leadership.

I took a risky gambit and turned off the protection spell from the Casket of Souls and tried to cast it's attack spell on the General. I rolled an 11 but the Damsel dispelled it with a 12! So now neither bound spell was in effect.

I put the Spectral Steed back on and charged the Grail Knights in the flank with the chariots. I also had Apophas charge his target, the enemy general.

The skeletons shot at the Damsel but did nothing. The Ushabti got two wounds through at 2 damage each killing the Damsel.

The champion and BSB dueled again each doing a wound. Apophas withstood the attacks with Regeneration saves and did 2 wounds to the General. Apophas still lost the combat due to Regen still counting towards combat result. He took no further damage due to his Indomidable but was pushed back.

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Bretonnia
The fated dispel removes the Ethereal from Khalida and the archers do 2 wounds to our Hierophant!

The Baron charges into Apophas he chooses to hold his ground and face is target, which is a big mistake! The baron easily dispatches him. He explodes into a shower of scarabs which takes down a couple grail knights but does no damage to the Baron (even with rerolls, although I wasn't sure if it counted as an "attack" for that purpose).

The Baron overruns into the Casket of Souls, without having the -1 to hit and ward save it takes 4 damage right away from the lance also exploding! Its damage does not effect anyone except Khalida. Khalida takes 2 more wounds and dies! The army starts to crumble.

On the other hand the chariots do a really good job and kill the BSB and also a couple grail knights leaving only two left.

A few skeletons dies of crumble but luckily everyone else makes their leadership tests.

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Round 4
Tomb Kings
More crumble but only effecting the skeleton archers.

Skeleton archers and Ushabi shoot at the Baron but no wounds are made! The Chariots manage to kill the standard bearer of the grail knight leaving only the champion then they back up using their reserve move.

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Bretonnia
The archers on the hill fail to wound the chariots.

The Baron does a long charge into the Ushabti and the Stand and Shoot misses! He only kills one Ushabti but does enough wounds that Unstable kills the rest. The Ushabti do 1 more wound to him, he's got 1 left!

The grail knight reforms to attack.

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Round 5
Tomb Kings

More archers crumble, the chariots make their leadership test exactly and are safe.

Arrows fly into the grail knight finishing him off. Chariots back off to get out of the forward arc of the Baron (Reserve move while backing up is extremely useful).

Bretonnia

The Baron repositions himself for the charge. The archers manage to pick off one of the 3 remaining chariots.

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Round 6
Tomb Kings

All or nothing! The chariots make their leadership test and then charge the Baron. The impact hits do no damage, but the extra initative for charging means everyone is fighting on the same initative. The Chariots manage to do 1 wound, killing the Baron and he does 1 wound back but fails to take out a chariot.

Bretonnia
The bowmen fire at the chariot but it makes its 5+ armor save.


Final Results
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Tomb King win but only by a hair. 1152 to 902

Final Thoughts

Bretonnians are scary on the charge. But, TK shooting can be a real pain for your enemy. They are rarely able to actually avoid damage in the shooting phase. Also, with the ability to dispel spells in the very next turn you can't rely on any buffs to stay around. It's not like AoS where there's a limited number of dispel attempts. So you really have to keep your Heirophant back behind a unit, it was very foolish to move her out front. But, on the other hand the crumble really wasn't as bad as I was afraid it would be (although that was probably just lucky rolls).

Best unit? Chariot. The chariots are a lot better than I thought they would be. They're pretty sturdy all around, can shoot, can get +1 S on the charge, get impact hits and their reserve move means they can double move which is really needed in an army that can't march. Second pest unit is the Casket of Souls, unfortunately you really have to just leave it on the defensive buff. The moment I took it off things turned around right away. It's the -1 to Hit, the ward doesn't really go off that much. The +1 to cast is nice too.

Best enemy unit? Baron on Royal Pegasus. The 5 Toughness and 4 Wounds is really something, plus the fly and the 6 S on the charge, yikes! Nothing he can't do really. Also the Bowmen with brasiers are pretty good at getting through that Regen save, they basically took out both my horsemen and Khalida.

It was really nice to get back to rank and flank. I think TOW is much improved over 8e. The combat result being a bit less swingy, armour being a bit less powerful and Indominable really saving you from Unstable. Also magic phase is so much less useless than it was before (to be fair no one rolled double 1s or 6s either). Army building is much more fun in TOW since you can have an odd number of models in a unit and can buy equipment etc. I didn't do too much of that this time with my simple list but it is a game in of itself. I had a lot of fun. It also seems a lot quicker than an AoS game but that could just be the low point level. Next we're going to play an AoS game to see how they play back to back.

The only drawback of TOW is that you have to flip around the rules constantly. Since very little info is on the actual unit stat block. You need to look up every weapon and most universal special rules and all the spells. AoS has that all on one page.
 
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