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 Post subject: WE vs Brett, partial battle
PostPosted: Mon Aug 04, 2008 5:51 pm 
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Asrai

Joined: Mon Jan 07, 2008 5:03 pm
Posts: 61
I got a chance to see how my all cav glade patrol army worked yesterday. I started an online game and we got the 1st 2 turns done.

While 2 turns isn't a lot, in a list like this, vs a list like his, it showed a ton.

The board had 2 woods + my free one on there, and had a hill in one deployment and a house near the other. I knew he was bretts but didn't know his list. I won the right to pick sides and felt him getting the hill with a trebuchet was worse than him getting the building.

As it turns out he had no trebuchet. So either I had to let him get double line of archers or archers in a house. Oh well.

My list was the one I worked on in the army section. HB, WR + sniper noble + Lvl 1 caddy.
8 x Glade riders, 4 wild riders.

His list from memory:
Brett Lord w/Grom helm, Gauntlets of the dual, Virtue of Confidence, Lance of Artois, shield
Paladin BSB w/Wyrmlance, virtue of duty
Paladin Virtue of Empathy, enchanted shield, morning star
Lvl 2 damsel, 2xd.scroll beast magic 1,3
Lvl 2 damsel, chalice, scroll, beast magic 1, 5

7 KoR w/BSB and damsel, full cmmds
7 KoR w/Lord, full commds
5 Knights Errant w/damsel, champ
5 knights errant, champ
5 knights errant, champ

10 peasent bowmen
10 peasent bowmen skirmished
24 Men at arms, banner, mus, paladin
5 peasent yoemen
5 peasent yoemen
3 pegasus knights, champ

On the left by the house he put his 2 units of archers, men at arms, then errants with damsel, BSB unit. and yoemen
Woods in the center of his deployment.
On right of woods, 2 other errants, yoemen, lords unit and peg knights.

I spread out my glade riders across the board.
On left side put general with warbanner unit, and hit and run wild rider unit.
On right I put unit of 6 WR's + small WR unit
Sniper noble was on the far left, wanted to work around possibly pick of damsels once he lost a few guys.
Had woods on left side of my deployment, spell singer hid in there.

He prayed, I went first.

Turn 1, I ran every one up. Glade riders on far left went around house full 18". Rest of units, moved up to right at 16" away from him.
Shooting took down 3 out of the 10 bowmen, they made their panic.
I wiped out the Yoemen on the left flank, but skirmished bows and Men at arms made panics.
Killed 3 of the yoemen on right side, made their panic.

Turn 1b: He charged Glade riders with Errants and wizard on left flank after they fail their restrain. I flee and get away.
2 Yoemen charge glade riders, stand and shoot, kill none, he is out of range, failed charge.

He runs his 7 archers into the building. Moves everything way up.
Magic casts bears anger on foot paladin with men at arms.
His shooting kills a glade rider. Pretty ineffective.

Turn 2a: Charge!! With the glade riders half in the way, I had to set my charges carefully.
But General's unit in front of men at arms and glade riders into their flank.

small wild rider into front of knights errant w/damsel, glade riders into their flank.

On right I have to get some glade riders out of the way so they charge the flank of his general's unit. So Wild riders can charge pegs.

But because the glade riders are still semi in the way, I have to take a long way around and fail the charge by less than an inch.

This is really bad as when his lords unit breaks the glade riders they will overrun into my wild riders.
So I move more glade riders in front of them.
Put big wild riders in front of his general's unit. Idea was on his turn he breaks 2nd glade rider unit and overruns into support WR unit. Then big one overruns. Didn't even think about him killing them all and crushing into big unit of WR's. Stupid on my part there.

Moved other glade riders up to keep his other knights busy. But 16" charge knights are tough to deal with.

Magic I stop his bears anger.
Shooting, is pretty useless killing a couple skirmished archers, and my sniper killed 1 guy in the house. No other good targets.
His knights made all their saves.

In combat I do the small wild riders and glade riders on errants first. I kill 2 knights.
He then manages to kill a wild rider and a glade rider. Ughhh!!
So I still win by 2, but instead of autobreaking, he Only needs a 5 re-rollable and makes it.

I do the Men at arms next who failed their fear test, so need 6's to hit the WR's. His paladin throws out a challenge before I can, so my general accepts. He needs 6's to hit anyway and gets 2 hits and 2 wounds. I save 1 with armor and 1 with my Chrystal Mere.
I then do a wound and my horse wounds him killing the paladin.
My Wild riders and glade riders kill another 4 and his men kill 2 glade riders knocking that unit down to 2. (lost 1 to arrows turn 1.)
He breaks and we run them down. The skirmishers break but only run 3" and are caught by the glade riders.

His general's unit I manage to kill 1 knight with the glade riders but his general kills 4. He manages another wound but I save it. So my last guy breaks and and he pursues!! I think this was a huge mistake. As he could have let the one guy go and then charge my big Wild riders with his general's unit. Instead he overruns into the glade riders.

Turn 2b: His BSB and 2 small errant units take the 3 baits and I flee with all 3. But 16" is a lot. Lost 2 units, but he ends up with 1 errant in the woods and BSB unit in a really bad position.

2 yoemen and pegs charge big WR unit on right.

No magic, shooting from house kills 2 glade riders who ran down the skirmishers.

We do errant combat with damsel. I wound damsel and kill 1 more knight. He manages to only kill 1 glade rider. I win and now outnumber with WR's who still cause fear. He auto-breaks and runs off the table. Glade riders pursued, Wild riders restrain.
They can now see the flank of the BSB unit.

He now does the yoemen/peg combat. Felt again a huge mistake. But maybe not. Just not sure.

Anyway, he kills 2 Wild riders, I kill 1 yoemen and 2 Pegs!! (yea 4 wounds) So he breaks with both and my WR's overrun and kill both and hit the flank of his general's unit.

In that combat he challenges and my champ must accept. He gets to swing first with his magic KB lance with re-roll to hits and wounds. 1 KB and 3 more wounds. 4 total. I then make 2 of my 6+ wards!!! I kill 2 knights and he manages to kill 3 glade riders.

So he wins by 3. GR's flee off table, but WR's hold on a roll of a 6. He turns his unit to face me, but he is now only 2 wide. And my smaller unit of 5 is right on his flank ready to charge in. Again a mistake I think. No need to turn as if my other WR's charge in, the same number are fighting either way. And now I have 5 on the flank instead of just 3.

That was the end of turn 2 and we saved it and stopped. Here is how I see it playing out.

1. I do not charge the BSB unit with my 4 WR's. Instead I move them and my Lords unit so one on the rear and one on the flank. he should not be able to move them to prevent at least a flank charge from one. His 2 knights errant are out of position to help.

2. Wild riders hit flank of his lords unit and with no challenge to make he could be in trouble. The flanking unit of 5 will cause fear and should kill 1-2 knights. Then with outnumber and flank, I should win combat and he auto-breaks and into impassable terrain and dead.

3. Shooting from glade riders and noble should kill 2 archers in house and they should flee out and be gone.

his turn 3, he tries to set up his BSB unit to take a front charge from my general and flank from smaller wild riders. He moves his errants to help his general if still alive or counter-charge BSB.

turn 4, General and support WR's hit BSB unit breaking it. glade riders block off knights errants. Wild riders circle for a turn 5 kill.

Now this is assuming nothing horrible goes wrong. You never know when you are rolling dice. His lord could kill off 4 of the flanking Wild riders so I don't outnumber with fear causers or something horrid like that. But things should work out.

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 Post subject:
PostPosted: Thu Aug 07, 2008 2:54 pm 
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Asrai

Joined: Wed Dec 05, 2007 8:33 pm
Posts: 112
Thanks for the report so far. Diagrams would be helpful with the action ranging all over the field with an army like this, but I think I could follow things from your descriptions.

I would agree that overeagerness to pursue with his general's unit has put him in a bad spot.


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 Post subject:
PostPosted: Thu Aug 07, 2008 3:34 pm 
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Asrai

Joined: Mon Jan 07, 2008 5:03 pm
Posts: 61
I'm not 100% sure of how to post a pic up on this forum. But I could do that. I have a shot of our position at this point in the battle, that should help.

I keep looking for him every night to try and finish it, but haven't seen him.

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 Post subject:
PostPosted: Thu Aug 07, 2008 6:52 pm 
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The Poplar Sentinel

Joined: Sun Dec 02, 2007 12:12 am
Posts: 212
Location: Where the sun shines and people laugh
SoarsWithEagles wrote:
I'm not 100% sure of how to post a pic up on this forum. But I could do that. I have a shot of our position at this point in the battle, that should help.

I keep looking for him every night to try and finish it, but haven't seen him.


Push the Img button on top of the new post whitespace. Copy the link to your picture, that you should have hosted somewhere in the net (photobucket or imageshack are popular options, and they're free). Push the img button again.

It should look something like [ img ] http : // www . someplace . net / yourpic.jpg [ /img ] without the spaces.

It seems a close match, and I find brets, their speed and armour a very tough nut to crack. Of course, while you don't have the same armour, the glade patrol is one of the fastest armies you can play...

I hope you can finish this report, as it is quite interesting.

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