Hello everyone! I’m Conscientious Objector, aka Nick, and I play in the Madison, Wisconsin area. We play at Pegasus Games on Monday’s and at I’m Board Games on Friday’s.
What follows are the first two of what I plan to be a series of battle reports. I can’t guarantee that I’ll have one every week, but I hope to keep people aware and interested in what’s happening in the Madison area. I also welcome any other discussions about the games!
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Hawthorne surveyed the battlefield. The Daqan and undead armies had practically stumbled across one-another. It seemed that he’d caught the bone-pickers in the midst of some light grave robbing, and now they found themselves hemmed in between the ruins and its ancient graveyard. Jarett, Hawthorne’s over-enthusiastic Lance Corporal, had rushed the men to erect a set of archer’s stakes on their right flank, but the inexperienced young man had acted too quickly. The stakes now just served to hem them in. Ah well.
Matchup :
Conscientious Objector playing Daqan vs Jukey (I think) playing Waiqar
Daqan (200)
Heavy Crossbowmen 3 [27]
--Equipment: Tempered Steel [3]
--Music: Marching Cornicen [2]
--Training: Rank Discipline [4]
Heavy Crossbowmen 3 [27]
--Equipment: Tempered Steel [3]
--Music: Marching Cornicen [2]
--Training: Rank Discipline [4]
Spearmen 9 [59]
--Champion: Lance Corporal [6]
--Equipment: Shield Wall [5]
--Heavy: Front Line Rune Golem [7]
--Heraldry: Raven-Pennon Bearer [5]
--Music: Marching Cornicen [2]
Lord Hawthorne 1 [34]
--Artifact: Fortunas Dice [6]
--Unique: Might of Daqan [4]
Waiqar (200)
Death Knights 6 [55]
--Artifact: The Duskblade [8]
--Champion: Empty
--Heraldry: Deathmist Banners [4]
--Training: Combat Ingenuity [6]
Reanimate Archers 4 [32]
--Equipment: Wind Rune [6]
--Heraldry: Raven-Standard Bearer [3]
--Training: Combat Ingenuity [6]
Reanimates 4 [26]
--Champion: Dispatch Runner [7]
--Heraldry: Deathmist Banners [4]
--Music: Empty
Ardus IxErebus 1 [37]
--Artifact: Obscacium (?) Gauntlet [5]
--Unique: Ardus Fury [1]
Pre-Game :
I don’t change any unit’s layout with Hawthorne, being well and satisfied with the base setup.
Jukey wins the flip and goes first . He picks deployment (Cautious Approach) and I pick scenario (Bounty). He picks his Reanimates for his Bounty, while I pick my Spearmen.
Deployment :
No player has more deployments. I deploy my spearmen first to ensure that I don’t make too many mistakes and randomly slam them into my own units. Jukey ends up getting a little clogged due to the significant terrain around his deployment zone.
Daqan Turn 1
Hawthorne yells encouragement and hands out inspiration tokens.
Spears rally.
Crossbows wheel about.
(Author’s note: Marching Cornicern completely changes how these guys handle. I may as well be playing Oathsworn Cavalry for how quickly they’re able to wheel via a 2 bank and a 1 bank.)
Waiqar Turn 1
Jukey starts unpacking his melee units but runs things into themselves due to him forgetting how quickly Ardus moves. The traffic jam isn’t bad yet, but it’ll cause trouble down the line.
Archers successfully fort up in the Elevated terrace.
Daqan Turn 2
Hawthorne waddles out of the way and bumps into archers due to moving so early.
Spears reform to meet the approaching threat.
Crossbows continue to wheel.
Waiqar Turn 2
Jukey keeps unpacking his melee elements out of the annoying little valley that he’s trapped in … only to run into his own stuff again. Whoops!
Archers quickly realize that they’ll do nothing on the plateau and hop out with a move and Wind Rune.
Death Knights rush forward, eager for blood.
Turn 3
Jukey’s critical mistake from last turn makes itself apparent at this point: his Death Knights are just out of charge range, but are in range of my Crossbowmen. A surge-dial attack with Tempered Steel and a late charge from the spears (using Lance Corporal to dial in an Initiative 8 charge to go with the free bank from Marching Cornicern) clears out six of the ghastly cavalry.
Jukey’s archers start chipping in damage on my spears, with me using Shield Wall to reduce a good roll from 6 damage to 3 only kills. Being vile undead, his Knights don’t mind the blighted arrows flying over their heads.
Turn 4
Jukey struggles to bring his units to bear properly, while my Spears pound the Death Knights. His Reanimate Archers bring in some more blight and damage against my Spears, but it isn’t enough to save the Knights. They get in one last attacks before a volley of bolts from my Crossbows turn them into pincushions.
Turn 5
Another note about Crossbows: they’re surprisingly strong skirmishers due to the Initiative 3 reform + 1 march. I do exactly that here: the closer unit of Crossbows jogs out of Ardus’s charge range. The other unit of Crossbows pounds Ardus for a brutal 3 wounds, bringing him to the brink of true death.
J ukey’s archers lay out a few more wounds and some blight on my Spears, but there’s not much else interesting this turn. Hawthorne lines up to provide a counter charge at some point, but I position a little clumsily here and he can’t make it quite to where I want him to go.
Turn 6
The Initiative 3 reform + march lets me lurch into melee with Ardus before he can do anything, due in large part to the extra movement from the Marching Cornicern-granted bank. This forces Jukey to make Ardus attack the Crossbows, transferring the Gauntlet’s curse to the unfortunate soldiers.
The Deathborne general proves even more unfortunate, as he soon meets the same fate as his undead elites: taking the crossbow express back to the grave.
Outcome
Jukey concedes at this point, as I’ve killed over half of his army In return, I’ve lost just over 3 trays of Spears. Even if he can get his Reanimates into a relevant place, I have Hawthorne queued up for a countercharge. The outcome is pretty clear: Hawthorne tarpits and cleaves a few undead , while the Crossbows shoot the rest to pieces.
Thoughts and Comments
- Careful Approach is a very dangerous map to choose if you know that your terrain pool doesn’t closely match the contents of your list. In hindsight, Jukey could’ve solved several of his problems unpacking his army by marching Ardus through the graveyard and using his white-stance Rally Bonus Action to remove the 2 panic tokens from the spooky terrain’s Taxing 2 keyword.
- Careful Approach also seems to heavily favor high maneuverability armies: you’re going to need a lot of turns or reforms to get everything into where you want it to be. Any significant amount of terrain just exacerbates this.
- Careful Approach also seems to favor missile-heavy armies. The lower lateral space means that it’s easier to get bogged down on terrain, particularly with large units. In a disastrous scenario like this one, you can even be forced to create a conga-line of death as your units march into the full firepower of your opponent’s archers.
Lessons learned! On to match 2!