Greetings!
Wednesday I played a Bloodstorm battle against another cunning Druchii general visiting our gaming location and I was looking forward to that battle, as I seem to find civil wars the most exciting, prestigious and bloody!
A short summary about the Bloodstorm battles, which are training battles for the upcoming tournament in June:
- 1000 points (250 heroes max, 400 core min, 400 special max, 100 rare max)
- No magical items & upgrades allowed
- Five primary objectives that can be chosen as the start of the game, achieving the objective gives 3 points
- Two treasure tokens, for each treasure you get 1 point and you receive a magical item that can be used in all other battles
Because of the new edition I changed my list and took my Oracle (LVL1) with Black Magic, BSB with great weapon and cold one leading two units of twenty Legionnaires (one with heavy armour), five Raptor Knights with standard, five Harpies and two units of ten of my beloved Gladiators of Yema (one with standard).
The enemy brought also an Oracle (LVL2) with Fire, 25 Legionnaires with FC, 15 Auxiliaries with FC and shields, 5 Raptor Knights with champion and standard, 13 Tower Guard with FC, one Reaper and also 5 Harpies.
A good balanced list with strong ranged advantage so I needed to be in combat ASAP! I had to choose between the objectives: (scoring units in centre, scoring units in quarters, scoring units in enemy deployment zone, break the enemy or victory points) and took scoring units in enemy deployment zone as I had to advance to survive this battle. By writing this report I realize taking break the enemy was a much wiser idea as I could achieve that by taking out his two core units (spearman and RXB).
I rolled 2 for my spells (-D3 Weapon Skill) but changed it for the signature (+1 STR) although I don't think this was a good idea because I got used to having a higher WS, but now my units faced enemies as skilled as themselves. The enemy got fireball (STR 4 damage) and flaming swords (+1 to wound)
DeploymentWe both a balanced deployment zone and I expected his RBT to be on his hill so my focus was to deploy them central and the right flank to overrun his position. While deployed I realized the Gladiators were now without champions so one of the Legionnaires had to take the left objective and could sneak into the enemy deployment zone. The enemy deployed as expected only his knights were deployed at the left flank so this left space for my own knights to break through.
I won the roll off and got the first turn, pfew! at least one turn less shooting!
Turn 1 - 13th LegionThe First Cohort advances forwards, careful enough to prevent dangerous charges from the enemy. As the Legionnaires with heavy armour have to take the next objective due to lack of champions they reshuffle the battle formation with the Gladiators.
In the magic phase Oracle Nabira casts the Black Magic signature spell and draws first blood by sucking the life out one of the Tower Guards.
Turn 1 - Dread ElvesThe cunning enemy advances a little and brings his Repeater Auxiliaries into short range of the Raptor Knights while his Harpies deploy behind the Reaper to prevent my Harpies taking that position or a counter-charge.
In his magic phase he gets Flaming Swords through on his Repeater Auxiliaries, hmmm, not good at all..
As the Auxiliaries aim with their magical buffed repeater crosbows at the knights their captain Khaled the Collector urges his bodyguard to raise their shields. While the Auxiliaries shoot wave after wave of bolts into the air, blotting out the sun and inflicting 7 wounds, the heroic knights make all their saves. A multi-shot of pierced bolts of the Reaper also fail the penetrate the heavy armour and thick skins of the knights and their mounts. Nice!
Turn 2 - 13th LegionWith renewed bravery Khaled shouts CHAAAAAARGE!!! and charge with his knights into the Auxiliaries who promptly kill three of the knights with their stand and shoot but the unit makes the charge nonetheless. Hoping to take out the enemy shooting in a single turn the Harpies take a risky charge to the Reaper on a roll of 10, but fail it. The Gladiators, eager for combat, advance as fast as possible while the bunker of Oracle Nabira claims one of the objectives. The second unit of Legionnaires wait with claiming the objective for another turn as they could otherwise be charged in the flank.
Oracle Nabira cast the signature on the knights in combat, while killing another Tower Guard, but also loses her ability to cast spells in the process of a miscast. No magic for me anymore..
In combat Khaled kills three of the Auxiliaries, while his knights kill another two. In return the Auxiliaries nearly kill Khaled, but he could save himself at the last moment. Even the last three Raptors inflict another three wounds, but the Auxiliaries hold on steadfast. Leaving Khaled vulnerable to a flank charge of 25 spearman!
Turn 2 - Dread ElvesThe enemy Legionnaires with spears charge as expected Khaled in the flank, and the enemy knights charge one of the Gladiators of which I am a little surprised but I hold. Then we discover that by the " it seems to be a flank charge, resulting into a much worser matchup. The Tower Guards charge into the Harpies that flee and thus they try a long charge in the Legionnaires with Nabira, but luckily fail it. His Harpies are placed behind his Legionnaires.
The enemy Reaper aims at the right unit of Gladiators and inflict 6 hits and 6 wounds, enough 'splash' damage to make them lose their nerves and they flee even with re-roll! Nooo, my bad ass heroes, what are you doing?!
In the magic phase his Oracle succeeds in giving his Auxiliaries another Flaming Sword.
Left with one wound and 25 spears in his flank Khaled realises he has to use his cunningness to survive these odds and orders a challenge, which is accepted by the enemy centurion as this opens the two knights for attacks from the Legionnaires. Happy his trick worked, he easily slew the enemy Centurion while his own bodyguard got massacred. He loses combat by four, but holds his break test on the second roll! Perfect, as this leaves their flank open for a counter-charge. The second combat is not so lucky for me, as always the Gladiators are tough to kill and only two die, but in return they fail to inflict any damage and break from combat. They are lucky enough to escape being eaten by the enemy Raptors, but this looks not good for the Gladiators and thus battle plan.
Turn 3 - 13th LegionWith both units of Gladiators fleeing I lost most combat advantage, as the Legionnairs at the left flank are also not able to help but this does not stop Nabira to charge her unit into the flank of the enemy unit to save Khaled. The 'splashed' Gladiators are not able to regain their nerves and keep fleeing, while the unit that escaped the raptors regroup, even the Harpies regroup.
With no magic left Oracle Nabira throws herself into the melee!
Even though Khaled sees his beloved Nabira trowing herself into melee with her unit he realises his situation is hopeless and tries another challenge, but the Auxilary centurion refuses so he kills three enemy Legionaires. In return he and Nabira are killed together with two loyal Legionnaires, although they also kill three of their enemy Legionnaires and forces them to break combat! They run 8" and are captured and destroyed by the allied Legionnaires. This destruction panics both the Auxilaries and Harpies and they run off the table! Now close to the enemy Reaper and within the enemy deployment zone I am close to my objective! Even their characters killed, there is still hope!
Turn 3 - Dread ElvesIt looks not good for the enemy, but his knights are in a position to change this and charges in the rear of the heroic Legionnaires. His Tower Guard reforms for a charge next turn.
Combined firepower of the Reaper (again 6 hits, 6 wounds) and the Oracle kill another 7 of the regrouped Gladiators who are also not able to hold their nerves after the 'splash' damage and flee!
In combat the Raptor Knights only kill three Legionnaires while two knights are killed in return, but they still lose combat. While holding my breath I roll... 8! enough on their steadfast, pfew! I combat reform towards the knights to get more attacks.
Turn 4 - 13th LegionHoping to give an edge in destroying the enemy knights the Harpies charge their backs, while the Gladiators finally rally after two rounds of fleeing. The heavy armoured Legionnaires advance as fast as possible towards rear of Tower Guard and enemy deployment zone, a 5-0 is still possible!
In combat the enemy knights champion kills my centurion so the treasure is lost. Although the brave Legionnaires kill another two knights three are killed in return. Also the Harpies go bad ass and inflict 4! wounds, but none penetrate the armour. The last knight flees and just barely escape the Harpies. The last 11 Legionnaires reform to face the Tower Guard
Turn 4 - Dread ElvesNow the enemy Toward Guard charges the heroic Legionnairs who hold their ground. The last knight rallies.
The deadly Reaper finished the rallied Gladiators with another 'spash' shot while his Oracle kills all Harpies with a single boosted fireball.
In combat the Tower Guard show their worth and easily kill all remaining Legionnairs before they got those strike, ouch! Hmm should I have fled?
Turn 5 - 13th LegionThe last remaining Gladiators rallies, too late to make a difference. Now realizing it is a very bad match up the Legionnaires, their commanders are dead and they are still have their treausure the Centurion and his men decide to frig it and establish a new easy life somewhere in Arabia. To shuffle as far back as possible to prevent the enemy elite infantry to charge them.
Turn 5 - Dread ElvesThe Tower Guard charges the last unit and need a 8, and the enemy rolls a 7!!! YES!
He also fluffs his magic for once, so only two die
The last Gladiatior is 'splashed' into several parts by the Reaper.
Turn 6 - 13th LegionDreaming of a luxury life at the coasts of Arabia commanding slaves and pillaging towns the unit Legionnaires shuffle back another 2.5"
Turn 6 - Dread ElvesNow needing a 9 the Tower Guard charge again, but fail the charge
All magic and shooting combined kill another 5 Legionnaires, forcing a panic test.... but they hold! Beaches of Arabia here we come!
ResultThis will come soon
Post Battle ReportThis will come soon