Secret sunday gaming club here we come!
Unlike last week when the place was banged out only Lano was in attendance (i swear he sleeps in the air conditioning ducts like Newt in Aliens!).
After a brief and confusing conversation about magic items and scrolls we decided to up the anti and play a 900 point game with various magic bits and pieces added to the mix.
Initial Set up
Managed to win the set up roll so let Lano set up first,
Positioned my gryphs opposite his Warriors and the Knights in close support.
This time I went for 2 wizards (both level 2) and after the lesson last time decided to keep them behind the main force as "magical artillery" ganging up on flanking units and providing augments to units about to get jumped, or popping out to take pot shots at enemy units. I used life and Heaven magic for these reasons and gave the General a ring with a Fireball spell as i figured this would be a nice surprise to any one just out of charge range.
Initial stages
The skinks skitter forward, and its not long before I realise I am slowly being coaxed out of position by the skinks fleeing and my units being pulled forward the minimum roll each time
Now to see if this "magic artillery" plan works out, the Rippers swoop around my right flank and both wizards open up with all sorts of bad intentions and wipe out the unit before they are turned into bird feed. Its a shame such gorgoeus figures have to leave the table so soon but hey this is war!
Once I noticed the Knights were being pulled out of position I marched the gryphs up, hoping Lano would take the bait as these were now the closer target and would at least get their 9 gryph attacks off before the lizzies got to cause their carnage. Thankfully Lano takes the bait and charges the gryphs, now I just have to find out if this was a good idea.
The gryphs take a kicking but hang on in there and I think I made the right decision. To be honest Lano once again made great use of various augments and hexs which i tried desperately to dispell with dice and scrolls but a double 6 on the last spell meant there was nothing I could do to stop it. It cost Lano one of his wizards who disappeared in a puff of smoke but the extra attacks the Saurus leader gained were absolutey devastating on the Empire gryphs.
My wizards once again perform well in their new role as artillery and use their superior range to knock six shades of shit out of the skinks sneaking round my left flank
The knights also finally manage to make a flank attack on the Warriors but my glee soon fades as a series of piss poor rolls made worse by Lanos expert use of Hex's and his Champion mean they end up bolting off towards the nearest table edge. Thankfully the gryphs hold, which mean the Knights can not be run down by the Lizard warriors.
END GAME
Once again the Gryphs show their worth by twating the Lizard warriors and the Knights rally before disappearing off the table edge, but now my dilemma is do I get charged in the rear by the skinks or the Warriors as there is no way I can see the Gryphs lasting another round of combat!
I decide to go for the Warriors as if nothing else I get to have a pot shot at Lanos remaining wizard with the generals ring of power.
As if the winds of magic demand this to happen, i manage to roll 12 magic dice!! I decide to move my wizard closer to the warriors as I figure i will end up rolling a double six at some stage and plan to take as many Warriors with me when it all goes wrong (is this the first recorded case of a suicide bomber in Lustria?).
I figure I will cast my Augments and hexs first before going nuts with my blast spells. With a little inner chuckle I pick up my first 3 spell die to cast my first spell, I only need a 5 so how can this go wrong? ............................................
This is how!!!!!
Seriously a 4 on my first cast!! so there gos the rest of my magic turn.
At least my General gets to cast his fire ball spell but the Lizard wizard uses his Dispell scroll to great effect.
The last of my gryphs is slaughtered and the skinks make sure they get close enough to my remaining wizard to get the double tap off but their diminished numbers hurt their hitting power and Marcus will survive the battle.
The knights are charged front and rear and once again fate proves to be fickle and a series of poor rolls result in my knights being run down and leaving the lizards once again victorious
LESSONS LEARNT
1) What a ding dong battle, Using the Wizards as artillery really helped with my lack of units.
2) Magic items are a real game changer and I really need to study the magic cards and items list to help plug holes in my forces.
3) There is no point getting the charge off if the target unit is buffed up to the eye balls. I can whinge about die rolls but Lano truly played the game and created his own luck which I think proved pivotal to the entire battle. If I had run his warriors off in that flank attack the field would have pretty much been mine.
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