Title: A rematch
Foxtale - November 25, 2006 07:21 AM (GMT)
Marcus and I figured the last match was definitely over in his favour. I reckon it was major victory or a massacre against my poor woodies.
So a rematch!
I have my army list ready to post.
Lynx - November 25, 2006 07:36 AM (GMT)
Bretonnia 1500pts list:
Sir Mark de Couronne,
Paladin (General) = 130pts
Heavy Armour, Lance, Shield, Barded Warhorse
+ Gromril Great Helm (Stacks, so he has a 1+ AS)
+ Virtue of Noble Disdain
Sir Matthias de Bordeleaux,
Paladin (BSB) = 124pts
Heavy Armour, Barded Warhorse
+ Birth Sword of Carcassonne
+ Virtue of Discipline
Lady Eluna,
Level 2 Damsel = 159pts
Barded Warhorse
+ Silver Mirror
5 Knights Errant = 124pts
+ Musician
+ Champion
+ Standard Bearer with Banner of Chalons
5 Knights of the Realm = 144pts
+ Standard
+ Musician
20 Men-at-Arms = 127pts
With spears instead of Pole-arms
+ Full command
10 Bowmen = 75pts
Longbows and Light armour
+ Braziers
3 Pegasus Knights = 165pts
- Champion
5 Mounted Yeomen = 101pts
Spear, Bows and Shields
+ Musician
+ Standard
Grail Reliquae = 163pts
w/ 11 Pilgrims
5 Grail Knights = 190pts
Foxtale - November 25, 2006 07:37 AM (GMT)
Bridge of Birds Royal Guard - 1499 points
Lord Dirk Lakoythier - 190 pts
Wild Rider Noble
Great Stag, Light Armour, Spear, Stone of Crystal Meth
Lord Sirus Lakoythier - 118 pts
Noble (General)
Light Armour, Shield, Great Weapon, Amber Pendant
Lady Diana Lathayla - 175 pts
Level 2 Spellsinger
Calaingor's Stave, Lamentation of Dispairs
Viper Archers - 120 pts
10 Glade Guard
Ninetailed Archers - 120 pts
10 Glade Guard
Thorns - 96 pts
8 Dryads
Claws - 96 pts
8 Dryads
Royal Guard - 168 pts
19 Eternal Guard
Royal Lancers - 156 pts
6 Wild Riders
Musician
Stone Statues - 260 pts
4 Tree Kin
Lynx - November 25, 2006 01:50 PM (GMT)
Foxtale - November 25, 2006 02:04 PM (GMT)
Small changes, since the terrain changed for some reason.
Dryads down 1", but still out of the forest. Wild Riders should be 1" left. Spellsinger to the white dot. And my free forest is down now. (Oops, except the free forest should be up 1".
Lynx - November 26, 2006 02:45 AM (GMT)
Ok I fixed all that. You get first turn, so charges, movement, magic, then shooting please.
Foxtale - November 26, 2006 08:53 AM (GMT)
Movement:

Magic:
Using 2 dice to roll for Treesinging, get 7 (5,2). Did you want to try and dispel?
Lynx - November 27, 2006 01:24 AM (GMT)
What the hell happened to the board? Green patches everywhere! :O
And I will dispel, using...
The Silver Mirror!
So not only is treesinging dispelled, your wizard takes a Strength 6 hit. I'll roll to wound:
Roll 1: 6 = Spellsinger takes 1 wound, so 1 wound left.
Foxtale - November 27, 2006 01:54 AM (GMT)
I use Treesinging again, rolling a 6 and 5 (11 total).
By the way, I'm just posting my map up so you have an idea of where I've moved my units. I'd love it if you would just paste my 'map' as a layer, then fix up my units on your turn. (And the forests of course.)
Edit: Just wondering, is that S6 hit an instant death?
Highborn Sycath - November 27, 2006 02:13 AM (GMT)
what are those orby things ?
Foxtale - November 27, 2006 02:58 AM (GMT)
Lynx - November 27, 2006 12:37 PM (GMT)
No its not instant death, it just reflects the spells power.
Roll 1: 2, 4, 2 = 8 spell is cast. After this it's shooting phase.
Foxtale - November 27, 2006 01:08 PM (GMT)
I aim the Free Forest (below the EG) towards y20 x40.
D6 roll of 3 (so basically a 2 on a D3). The forest moves 2+2=4" towards that direction.
Shooting:
The Viper Archers (on the hill) shoot at your Grail Reliquae. 10 shots all within range of 30". -1 for long range. (3, 2, 3, 1, 2, 5, 4, 3, 4, 5) means 4 hits. (3, 2, 1, 6) means 1 armour save. Geez, crap shooting rolls.
The Ninetailed Archers (arrayed in one rank) shoot at the Damsel. 8 shots all within range (2 out of LoS). -1 for long range. (Is there a -1 to shooting at a single figure?) (6, 6, 6, 5, 6, 2, 2, 6) means 6 hits and I wish they'd been Waywatchers. (The Irony Dice Server seems screwed.) (1, 2, 5, 4, 6, 6) means 4 armour saves.
Could you take those armour saves before I finish shooting, please?
Lynx - November 27, 2006 01:23 PM (GMT)
Roll 1: 6 = Pilgrim passes his armour save.
Roll 1: 6, 5, 6, 3 = Damsel passes all her armour saves bar one.
Roll 1: 2 = 1 wound left.
Foxtale - November 27, 2006 03:00 PM (GMT)
Noble on Stag shoots at Damsel (5) hits, (4) wounds.
Noble in EG unit shoots at Damsel (4) hits, (3) doesn't wound.
One more armour save on the Damsel, then my turn is over.
Lynx - December 1, 2006 01:27 PM (GMT)
Damsel: Rolled a 3 for armour save, and a 6 for ward save. So she is just alive.

This is my turn so far:

Master of the wood dispelled, Gift of life on Damsel worked. Yah! Although I really wanted to rouse the woods against the spellsinger. That would be so ironic.
End of Turn 1.
Foxtale - December 1, 2006 01:30 PM (GMT)
Foxtale - December 2, 2006 12:25 AM (GMT)
Wild Riders charge the Men at Arms. Response?
Lynx - December 2, 2006 05:34 AM (GMT)
The stand to take the charge, and roll a 4 and 1 for the fear test. So they hold. Your in thier flank charge arc so you hit thier flank.
Foxtale - December 2, 2006 12:41 PM (GMT)

The Wild Riders are aligned to be as far to the top as they can be.
Magic phase. I cast Ariel's Blessing with a 5, 6 (._.) on the Eternal Guard.
Lynx - December 2, 2006 12:57 PM (GMT)
Bah, I'll let the spell go. Any remaining spells, then shooting, then combat.
EDIT - The special feature is impassable, so those Dryads can't be on it.
Foxtale - December 2, 2006 01:29 PM (GMT)
Treesinging with two dice, I roll a 5, and a 2. 7. Dispel?
Just put the dryads closer together so they stay in that general perimeter.
Lynx - December 3, 2006 01:30 AM (GMT)
I use three dispel dice, I roll a 4, 3 and a 1. 8. Dispelled.
Shooting? Then combat.
Foxtale - December 3, 2006 07:27 AM (GMT)
All the archers shoot the Grail Knights. Long range means 4s.
Roll 1: 2.
Roll 2: 5.
Roll 3: 3.
Roll 4: 2.
Roll 5: 4.
Roll 6: 6.
Roll 7: 1.
Roll 8: 5.
Roll 9: 2.
Roll 10: 3.
Roll 11: 4.
Roll 12: 2.
Roll 13: 3.
Roll 14: 4.
Roll 15: 5.
Roll 16: 1.
Roll 17: 5.
Roll 18: 6.
Roll 19: 1.
Roll 20: 2.
9 hits.
Roll 1: 3.
Roll 2: 3.
Roll 3: 3.
Roll 4: 3.
Roll 5: 5.
Roll 6: 5.
Roll 7: 2.
Roll 8: 4.
Roll 9: 5.
4 armour saves needed. Then we can do combat.
Lynx - December 3, 2006 08:11 AM (GMT)
Rolled 2, 6, 5, 2 = No wounds. Who loves 2+ armour save put your hands up? (Puts hand up) Me!
So now we do the Wild Rider v. Men-at-arms combat. You get 5 attacks from the Wild Riders, plus 5 horse attacks. I'm WS2, T3, so 3's to hit and 2's to wound.
Foxtale - December 3, 2006 11:14 AM (GMT)
Wild Riders
Roll 1: 4.
Roll 2: 5.
Roll 3: 4.
Roll 4: 1.
Roll 5: 1.
Three hits. ._.
Roll 1: 4.
Roll 2: 6.
Roll 3: 4.
Three wounds at -2 armour.
Horses
Roll 1: 6.
Roll 2: 4.
Roll 3: 2.
Roll 4: 6.
Roll 5: 3.
Four hits.
Roll 1: 6.
Roll 2: 1.
Roll 3: 1.
Roll 4: 1.
.______________.
1 wound.
So three instantly die and one takes an armour save from a biting horse. How poor a combat.
Lynx - December 3, 2006 01:35 PM (GMT)
The guy wounded by the horse rolls a 5 for his armour save. However the horse must have made him dizzy, as he rolled a 2 on his attack back.
So, Combat Res!
Fox:
+3 wounds
+1 Flank Bonus
Me:
+1 Outnumbering (17 to 12)
+1 Standard
So Fox wins combat by 2. Luckily, I'm within 6" of a non-fleeing knight unit, so I use their leadership of 8. They roll a 2 and a 1 = 3, they hold. Since you win contact I believe you can bring your other wild rider into base contact (not by lapping round though, thats removed from 7th edition).

End of turn 2:
Geep - December 3, 2006 11:36 PM (GMT)
It deosn't change the above combat they were in (for reasons below), but the wild riders and maybe all cavalry need larger bases- or at least larger fronts. In the diagram it is equal to the men at arms, but it shouldn't be as men at arms have 20mm bases.
It doesn't change the combat as I'm pretty sure you have to put as many models in contact as possible, so the wild rider unit would have shifted down a bit further to allow the 5th to attack. When the pegasus knights charge it would still work out as shown.
I don't think this will cause much of an issue in the game, but thought i should point it out.
PS. Go Foxtale!
Foxtale - December 4, 2006 12:49 AM (GMT)
Yeah, we played it like that actually. The diagram is just misleading.
Lynx - December 4, 2006 03:23 AM (GMT)
Yeah, I need to redo the template for the bases of the models. I'll fix it soon.
Lynx - December 4, 2006 05:39 AM (GMT)
Foxtale - December 5, 2006 02:37 PM (GMT)
Just to make a record of the turn...
Your BSB got shot and is down one wound.
I killed two knights, and lost 1 eternal guard, as well as losing my beloved General. The knights fled from autobreak and were killed.
One of the dryad squads ended centered around x22,y8.
The top left of the Tree Kin is at x31,y10, facing right. The EG are three inches down.
Oh, and by the by, something I just realised: the Grail Knights shouldn't have been able to fit between those two woods, because their bases are too small in this game!!! :p
Lynx - December 7, 2006 11:31 PM (GMT)

Are all the units that pursued the knights in the correct place?
I declare a charge with the Pegasus Knights on the Stag Dude. The Stag is a forest spirit so is ITP, so the whole model is ITP, so he can't flee. I'm easily in range.
Knights Errant and the BSB declare a charge on the Glade Guard. Reaction? (You can either hold or flee, no stand-and-shoot).
The Grail Knights move foward 8", and the Damsel moves almost 16" north.
Magic, Damsel casts Master of the Wood on the left most Dryads with 3 dice, rolling 3, 6, 6 = Irresistible force! Dryads take D6 S4 hits. I roll a 4, so they take 4 S4 hits, needing 4's to wound. Rolled a 4, 3, 4 and 4 = 3 wounds, magic attacks so 3 are dead.
Now I just need to know your GG's charge reaction.
Foxtale - December 8, 2006 09:39 AM (GMT)
GG having been charged, flee 4".
Lynx - December 8, 2006 01:14 PM (GMT)
The GG flee from the unit with the highest US - the KE. Since they didn't flee out of the KE's charge range (16") they are run to the ground and destroyed. I don't know if the BSB had to pursue as well, but he passed his restraint test anyways.
Combat, Pegasus Knights attack the rider roll a 1, 6, 4, 4 = 3 hits, and 3, 5, 4 = 3 wounds at S5. You can take 3 saves with your 'stone of crystal meth' :biggrin:, but if any fail, the stone shatters remember.
Pegasi attack the Stag, 5, 5, 4, 5, 1, 1 = 4 hits, and 3, 4, 4, 2 = 2 wounds. The stag has a 5+ Forest Spirit save and also benifits from 'stone of crystal meth', but has to use the better ward save, so you need a 3+ to save his wounds too.
PS - Did you see my army list? I had 5 mounted Yeomen paid for - but I forgot to add them to the table! Blast! Gosh! :<
PPS - I believe we are up to Bretonnia Turn 5.
Foxtale - December 9, 2006 02:07 AM (GMT)
I haven't read the combat rolls yet, but you're going too quickly. The BSB keeps charging and moves his full charge range, so do the EKs.
The Stag rider challenges your Pegasus Champion. So hah.
Lynx - December 9, 2006 11:13 AM (GMT)
Lynx - December 9, 2006 12:04 PM (GMT)

In the end it was a draw, luckily my KE and GK managed to capture table quarters. My (woman) of the match would have to be the damsel, she managed to kill quite a few models with master of the wood, including the spellsinger (that'll make the elves think twice before hugging trees, hehe).
Foxtales banshees of the match were the Dryads, with fear and outnumbering they turned the tide of battle over and over again, generally being a pain in my ass :< .
Foxtale - December 9, 2006 12:41 PM (GMT)
Those Dryads were awesome. On their own they were pretty useless, except for wiping out a unit of archers. But when they were used as backup on the Eternal Guard and Stag, they outnumbered with fear and autobroke pretty much everything on the table.
The biggest thorn in my side was the Damsel rolling the Master of the Woods spell. I mean, what's up with that? Definitely a big ouchie.
And it was a draw, but by so little that if I had remembered that Victory Points included Table Quarters, the game would have been different. :p I'm satisfied with the outcome though.