I was lucky enough to get some gaming action recently, alright one of the two games was another attempt with my solo gaming rules in which the dice make most of the decisions, but the second was game was with a real live person, my good friend Marc Wilkinson who owns a rather splendid Lizardmen army for Warhammer Fantasy Battle. We played in a battle bunker that has been set up by ‘Dark Sphere Games’ in Waterloo (London), a very fine establishment; and was marked by the unusual absence of beer.
The first Battle, the solo affair was a 1000 pts game between Empire and High Elves. The dice worked a treat here, making some very odd, but entertaining tactical decisions. I selected two balanced sides with a good amount of missile and melee troops of both sides. The Empire ‘Ostland Northern Marches’ were led by a captain mounted upon a Pegasus with a large halberdier unit in tow. The High Elves ‘Waystone Coastal Patrol’ were under the charge of a High Elf noble mounted on a Great Eagle with his trusty unit of Lothern Sea Guard.
It’s is quite something when you put your troop movement in the hands of the dice gods, strange decisions can be made, a cavalry unit may reject an easy charge for an enemy across the battle field, a missile unit may totally ignore a nearby threat whilst focusing on a more juicy target. You don’t have to follow the roll of the dice, if you think the move too ridiculous and against your normal strategy, but it can make for some fun decisions. One such dice roll sent a unit of Reaver knights dashing across the table to a unit of Pistolliers (possibly to put the cavalrymen of the Empire in their place), only for them to be peppered by a unit of Handgunners and finished off by the Empire Captain.
Unit of the game had to be the Empire Mortar which took out half of the High Elf Archer unit, and the Lothern Sky-cutter, before blowing itself to smithereens. The battle itself was total carnage, with heavy losses, the Halberdier and the remains of their swordsmen attachment face off against the Sea Guard. In a the closing stages the Empire Captain charged the High Elf noble, made him flee, and caught him in the pursuit, Game over.
My game at ‘Dark Sphere’, was a 1500 pts game. My High Elves Vs Marc’s Lizardmen. Each time I play Marc he selects two spell casters, and I find myself totally outgunned in the magic phase. So this time I went with a level two High magic caster, and a level 1 with Grey magic, both proved useful in the game, but sadly the level two mage was also my down fall, as he cast soul quench in the second round, he caused a disastrous miscast which knock my unit of 30 Sea Guard; down to 14. Thank Asurman for the Shield of Saphery otherwise the unit would have gone entirely.
High Elf shooting was excellent and managed to decimate the Saurus unit, and cut the Skink/Kroxigor unit down to half. But it was not engouh when combat finally took place the combined force of a Stegadon and the Skink/Kroxigors smashed the remaining Sea Guard, and a flank charged upon the Archers by a Razordon hunting pack made the high elves flee from combat and sealed the fate of the Asur. My Sky-cutter and Reaver Knights had worked themselves into position for a fourth round charge, but all they could do was watch in dismay as the remaining army crumbled beneath a sea of reptilian wrath. My hat was definitely off to Marc, he very played well in the face of a barrage of magic and missile fire; and steered his army to victory.
In a post-game analysis I remembered that when a flank charge opportunity presents itself you really should take it, and that it’s probably better to charge the Stegadon before it gets to crash into you. Also poison weapons are really awesome. The High/grey magic combination was good and I may go with that again, but use less dice to cast with. I hope I get to roll the dice again soon.