Notes about the 3rd battle.1. In the title, the "Knights" are the Bretonnians.
The "Powder Men" are the Empire.
Obviously, the Handgunners consider the Empire's knight did not really participate to that battle, all the more that they suffered hardly any loss.
2. The goal of the expedition is to excavate curious stones from the Black Mountains and bring them back to AverHeim.
The terrain was set up according to BSB rules, and happened to be perfectly in light with the fluff:
one hill in the middle of the Bretonnian side
one wood on each side of the middle line of the no man's land, each at 12" from the centre
one magic stone on the left wood's edge (monument: + 1PD or +1DD for who controls it).
3-4.The Bretonnian army had:
general = quest knight (IT panic), sword of quest (AP), on Pegasus
4 Pegasus knights, FC
8 grail knights, FC, banner of ward save 4+ against S5+ missiles (damsel inside)
8 errant knights, FC, banner of S+1 when charging
7 knights, FC (damsel and BSB inside)
BSB with warbanner, virtue of no panic and shooter's hatred
2 level 2 damsels, Lores of Beast 1&4 and Life 4&6
15 Halberds, FC
16 bowmen, skirmishers, champion
Trebuchet (nicknamed "gallows", since it was sinister but did not hit anyone)
And... The Green Knight - who appeared only in turn 3, was banned in turn 5 and did not show up in turn 6 => I gained its VP!
5. Disposition
The Empire army was the same as previously:
GM, sword S+2, shroud MR2 ws5+. With IC. I keep forgetting about the MR2!
8 IC knights, FC, warbanner (GM in there)
8 knights, FC, banner of 1d3" on charge (metal wizard is there)
2 x 5 knights, MC
level 2, mount, Lore of Metal 1&3 & ring of fire & MR1. With 8 knights
level 2, mount, Lore of Heavens 1&4 & random ring Fire 4 & staff. With warmachines.
Engineer, mech horse, gun, pigeons
2 rockets
2 cannons
10 handgunners, HLR, M
2 * 5 handgunners detachments.
The disposition was as follows:
Halberds - bows - 8 knights - 7 kngt+BSB - (trebuchet on hill) - 8 Grail - 4+1 Pegasus---(wood)(stone)--------------------------------------------------------------(wood)
-----pistoliers-- 8 knights & wizd --- 5 knights --- 5 knights ------ 8 IC & GM
------ rocket - eng - 5 hdgnr - cannon - 10 hdgnr - cannon & wizd - 5 hdgnr - rocketThe idea is to mitigate rocket's inaccuracy by hitting diagonally at very long distances = good idea.
The cannon are separated only by 10 handgunners. The first range guess serves as measurement for the second one = good idea.
The 4 warmachines are separated enough to avoid successive charges by same opponent = good idea, but handgunners are charged.
5 knights may choose to stand or to flee, hopefully providing a side charge from larger units = it did not work, the Brets are too mobile.
I lost the roll to start the game, but the Brets pray and concede the start...
6. Pistoliers rushed to get the stone magic bonus, hiding behind the stone in order to avoid a charge.
Too bad, they were in bows' range. They fled from 3 KIA from arrows and never rallied. Thereafter, the halberds went in the wood and kept control of the stone most of the time, too bad for my magic...
The advancing wizards unleashed their magic mostly in turn 1.
It turned out that most Brets had an extra MR. A fiasco in turn 2 ended prematurely my magic phase. With my staff wizard charged & fleeing after turn 3, I had close to no magic left. Most of my magic served to kill the one unit which had no MR, and after turn 2 it was just dispelled.
7. First rocket drifted too far, killed 1 knight. Second rocket killed its own crew.
Next turns, the remaining rocket launcher either drifted too far, or its hits were saved by ward save, or it failed to shoot, and was charged in turn 5.
2 fails in 6 attempts... 1 foe killed.
Cannons guesses were perfectly 10" off but the rolls were too short usually. It happens. Bullets killed 2 knights however.
In turn 4, both cannons had a last chance to shoot the template on 4 knights before getting charged. The first one got S10... but missed 3 of the knights. The second one got S2... and managed to wound only the BSB. Remained 1 knight from the initial unit of 7, the wounded BSB and a damsel. The BSB and the damsel charged a cannon each, while the lone survivor went away to get a hide and preserve half of the unit's VP. End of both cannons. 4 foes killed or wounded.
8. HLR managed to kill a grail knight (the only one KIA so no VP for that).
Then the Brets cast the wind preventing any hit of S<5 on most of their units, which I failed to dispel.
9. On my far right, I thought that on turn 2, the peggies would charge the warmachines and I positioned the IC to countercharge the grail knights in the centre. But the peggy general and the 4 peggies charged my IC's flank instead, on turn 2.
The generals challenged, the peggy wounded me once while his rider fluffed, I wounded twice the peggy. Rubber lance syndrome on the armours for everyone else. Result is a win thanks to my magic banner, and the 4 peggy flee, the general stays.
Next turn, the challenge was ongoing. I forgot to tell who I was hitting, so it must be the rider, not the mount. All my 4 attacks hit and it's a kill! Fortunate, because the opponent had a strike last killing blow sword... Lucky me it did not kill my general.
The peggy flew away, I charged in the just rallied peggies, killed 3, the last one fled, rallied later a second time and was still alive at the end of the battle despite a third charge on him.
10. In the meantime, in the centre, I tried to charge on my turn 2 with my banner +1d3". The Brets were at 15.5" and I rolled a +1 = failed charge... but I managed to hit one opposing knight's unit with magic & shooting and they panicked.
As a result, I had my 8 knights too much advanced to countercharge, and both my 5 knights facing the two Bret "lances" ("lance" is the name of the Bret's formation, 3 wide, deadly). Guess what... both were charged.
One lance killed 0 knights! The grail lance killed only 2! Both of my units failed their morale test, both escaped and rallied later. Actually no pursuit ever managed to catch anything during the game.
The two lances were in position to charge my handgunners, and the grail lance could also sidecharge my IC.
Fortunately, my IC pursued the peggy at that time and went out of the Grail's LOS.
My remaining 8 knight went forwards to finish off the 3 remaining knights (thanks to a 6 on the 1d3" dice).
11. In turn 3, Stand & shoot killed 2 knights. The ensuing melee killed only some handgunners, who failed the morale test and left the table, with the wizard who had joined them previously.
Luckily, among the units in vicinity of the destroyed unit, both cannons passed their panic test, so did a detachment. Only the 5 knights who had just rallied failed their test! They rushed towards the wood on my left, inside which they finished their course.
In the meantime, I moved my engineer around the left wood.
12. The Green knight in reserve could have appeared in turn 1. Luckily, he was delayed 2 turns.
He appeared inside the wood on my left. Nobody panicked from terror: 5 handguns, 1 engineer, 5 knights. I moved all of them away from the Green Knight's charging LOS. So, in turn 4, the Green Knight used his ability to move from one terrain to another one, and appeared inside the wood on my right, ready to charge my IC.
He did charge them in turn 5, in contact with the champion. I challenged, knowing that the champ could not wound the ethereal ghost, but at least he would kill only the champ. And the surprise was that he fluffed all his attacks! Not only the champion survived, but I had a SCR of +3, thanks to the warbanner. As a result, the ghost suffered 3 wounds... and vanished!
Now my champion can boast to have challenged a Green Knight... and win!!!
The Green Knight could have reappeared in turn 6, but did not, so I received all 275 VP!
13. The grail lance, which had not the IC in LOS, charged the 5 handgunners on the left. Missed stand & shoot, 5 KIA, pursuit in the rockets. But at least the grail would not do anything else.
14. In the centre, cannons were destroyed (see my #7).
In turn 6, the lone damsel was a nice target for my 5 remaining handgunners. I wounded her!
Meanwhile, my 5 knights in the left wood, joined by the engineer on mech horse, charged the peasants with halberds... who chose to flee. In the forest, I could not catch them... and they rallied in turn 6, contesting a 1/4 table.
In the meantime, my 8 knights tried to charge the bows, at 15.5", and their 1d3 banner rolled, again, +1. Missed charge, and the bows survived, and shot and panicked my last 5 handgunners, and contested a 1/4 table.
15. The result was a draw. I killed 1038 plus general, he killed 1000.
But he had 2 units and 2 characters with a single wound remaining, while I had only 1 unit in that case, so I clearly had a moral edge, without having to claim it.
The Green Knight did not kill or frighten anyone!
The warmachines were deceiving: the trebuchet had 1 incident and 5 sufficient deviations.
My warmachines had 1/3 incidents.
After 3 battles, the conclusion is that the Empire's knight armour is incredible, and allows them to resist a lot of attacks.
On the offence, the cannons are my best asset.
The handgunners in 10+5+5 are nice.
The rockets so far are nearly useless.
The magic is not efficient.
16. The worst unit is the Engineer, who didn't do anything for 3 battles, but is essential for the fluff.
This time, the two pigeons did not reach the targets. After that, the engineer moved (and couldn't send his piegons) but was always too far to shoot with pistols.
My first report was made as a knight, the next one as an engineer, this one as a poet...
Am I from the court of Marius Leitdorf in Averland, or what?The report in verse is nearly as accurate and possibly as clear as the explanations which follow, but it takes much longer to write.
Hope you enjoyed this odd presentation.