Turn 4
Empire turn 4
The turn got off to a real bad start for Empire as the two units near Boris failed their Terror tests and fled. The size of the Gunner unit was over US5 and they bounced through many units behind causing further panic tests. We could not believe how badly the player rolled and VC and Dwarf did not know whether to laugh or cry (probably not laugh due to the current temprement of said player).
The Gunners fleed, the metal mage fleed, the Swordsman unit led by priest fleed and the Halbadier and gunner detachments fleed off the board. Most of his units were right near the edge now needing some good rally rolls next turn.
The 'not bothered' Huntsmen reclaimed the tower, restoring some human pride.
The general and the Knight turn to face the oncoming Giant and the other Knight unit move to hug the trees on the VC flank. The Flagellants charge the Zombie unit.
The magic phase was non existent as both mages were fleeing and in the shooting phase the HBVG lived up to it's reputation by shooting 18 times but only causing 3 wounds on the fellbats. This left one bat with one wound and a lot of fleeing units to charge at.
The gin swigging Pistolliers all shot at the wolf like vampire, Torst, and nothing hit....
In CC the combined efforts of the Greatswords and Flagellants were enough to kill 10 Zombies in CC and then another 11 fell to crumble. Just as well the unit was huge to begin with.
Dwarf turn 4
The Thunderers reformed on top of the hill to face the Empire whilst his General and his Iron breakers finally reached the church and took it. The Dwarven weapon was back in it's ancestor's hands but for how long?
The rest of his units moved forwards...
The crews of the Dwarven war machines had been laughing too hard at the sight of the humans running away, as their shooting suffered this turn. The only two hitting were the GT killing 6 Zombies in the unit near the tower. And an Organ gun scoring onr crucial wound. The might Boris clutched his chest and fell. His work done, he crashed to the floor. :rip:
VC turn 4
The lone Fell bat charged the Light mage and his gunners who of course had to flee again and went off the board.
The Zombies charged the Huntsmen in the tower who passed their fear test.
The count and his unit plus the lone Torst charged the Pistolliers behind the wall. They passed their fear test and deceided to stand and shoot killing 5 skeletons. I think the Empire player had had enough of fleeing so unwisley had done this, IMO.
The remaining Skeleton unit reformed to face the flank of the battling Flagellants.
The magic phase was again a non starter as Olaf miscast (luckily only a non wounding S2 hit) and both Dieter and the book were countered by the barrage of Dwarven DD. I was hoping with the Empire mages out of order that I would have got something off this turn but it was not to be..
In CC Olaf and Torst made mincemeat out of the pistol wielding Toffs and overran into the back of the General and his knight.
The zombies failed to take the tower however and lost another 2 to crumble. These Huntsmen were proving troublesome.
Empire turn 4
The turn got off to a real bad start for Empire as the two units near Boris failed their Terror tests and fled. The size of the Gunner unit was over US5 and they bounced through many units behind causing further panic tests. We could not believe how badly the player rolled and VC and Dwarf did not know whether to laugh or cry (probably not laugh due to the current temprement of said player).
The Gunners fleed, the metal mage fleed, the Swordsman unit led by priest fleed and the Halbadier and gunner detachments fleed off the board. Most of his units were right near the edge now needing some good rally rolls next turn.
The 'not bothered' Huntsmen reclaimed the tower, restoring some human pride.
The general and the Knight turn to face the oncoming Giant and the other Knight unit move to hug the trees on the VC flank. The Flagellants charge the Zombie unit.
The magic phase was non existent as both mages were fleeing and in the shooting phase the HBVG lived up to it's reputation by shooting 18 times but only causing 3 wounds on the fellbats. This left one bat with one wound and a lot of fleeing units to charge at.
The gin swigging Pistolliers all shot at the wolf like vampire, Torst, and nothing hit....
In CC the combined efforts of the Greatswords and Flagellants were enough to kill 10 Zombies in CC and then another 11 fell to crumble. Just as well the unit was huge to begin with.
Dwarf turn 4
The Thunderers reformed on top of the hill to face the Empire whilst his General and his Iron breakers finally reached the church and took it. The Dwarven weapon was back in it's ancestor's hands but for how long?
The rest of his units moved forwards...
The crews of the Dwarven war machines had been laughing too hard at the sight of the humans running away, as their shooting suffered this turn. The only two hitting were the GT killing 6 Zombies in the unit near the tower. And an Organ gun scoring onr crucial wound. The might Boris clutched his chest and fell. His work done, he crashed to the floor. :rip:
VC turn 4
The lone Fell bat charged the Light mage and his gunners who of course had to flee again and went off the board.
The Zombies charged the Huntsmen in the tower who passed their fear test.
The count and his unit plus the lone Torst charged the Pistolliers behind the wall. They passed their fear test and deceided to stand and shoot killing 5 skeletons. I think the Empire player had had enough of fleeing so unwisley had done this, IMO.
The remaining Skeleton unit reformed to face the flank of the battling Flagellants.
The magic phase was again a non starter as Olaf miscast (luckily only a non wounding S2 hit) and both Dieter and the book were countered by the barrage of Dwarven DD. I was hoping with the Empire mages out of order that I would have got something off this turn but it was not to be..
In CC Olaf and Torst made mincemeat out of the pistol wielding Toffs and overran into the back of the General and his knight.
The zombies failed to take the tower however and lost another 2 to crumble. These Huntsmen were proving troublesome.