Tuesday, June 23, 2009
Sunday, June 7, 2009
Monday, June 1, 2009
Vampires are on the bottom, Lizards on the top.
From left to right, Lizards:
Cold Ones, Carnosaur, Saurus, Skinks, Sallies, Skinks (with EoGs behind), Terradons on the end on hill.
VC left to right:
Dire wolves and Fellbats on extreme left, to left of swamp. Grave Guard with BSB near middle. Ghouls side by side each 7-wide, with Corpse Cart and Bunker ghouls behind. Black Coach and Black Knights with Wight King on hill, with Dire Wolves on extreme end.
VC TURN 1
I won the roll and chose to go first. An unlucky start: The Duke failed his Stupidity test, so they blundered forward 2 inches! I flew the Bats to the extreme left where he had no way to charge them, but they could see down his whole line. Wolf1 moved to cut off his fast-flank. Guard move forward just a tweak, covering the left flank of the Ghoul line, which moved forward and turned towards center. Black Knights and Coach move as fast as they can to threaten Lizard's left flank.
LIZARD TURN 1
Eric passed his stupid tests (and would for rest of the battle, no mention will be made). He moved skinks forward enough so that they'd be out of charge range, but able to shoot without moving if I moved forward. Saurus and fast stuff start to move forward conservatively. Terradon fly over Black Knights, dropping their rocks and killing one! Salamanders breathe but kill nothing. No magic of note.
VAMPIRE TURN 2
Felbats fly so that the Carnosaur and Coldones can't get past without charging them, but if they charge they're stuck facing the wrong way. Wolves move so that overrun will keep them stuck if they choose to. Direwolves move backward on to hill, and Lord flies out and joins them. All else moves forward, continuing to push the flank. Lord gets off Vanhels on wolves, charging the Terradons, killing two and breaking them, but restrain pursuit (I should have gone after them, not sure why I didn't...)
LIZARDS TURN 2
More zombies are created to redirect the Carnosaur off the rear of the Guard. Vampire Thrall leaves the bunker to avoid Carnosaur. Ghouls2 gets ready to throw itself in to the Carnosaur if needed. Wolves move forward to try to hold table quarter. Stegadon down to one wound. Second priest refuses to die. Losses restored to Black Knights and Ghouls 1. Grave Guard lose combat by a lot when the Saurus spears in the second rank weigh in. Wight BSB challenged, accepted by the Scar Vet BSB, starting a long series of wiffs in which I couldn't get the Killing Blow I was hoping for before the Wight BSB was killed.
LIZARD TURN 5
Carnosaur and Coldones charge zombies, killing them and both overrunning...Carnosaur in to bunker Ghouls. Graveguard lose combat by a ton, dwindle down to 3 Guard + the BSB. The Stegadon finally dies! Burning Alignment continues to punish Knights and Ghouls, even doing a wound to The Duke himself! The Corpse Cart takes a wound from Lightning and from Burning Alignment.
VAMPIRE TURN 6
Surviving Black Knights and Coach (which, by the way, is Ethereal by this point!) charge the remaining Engine. Carnosaur kills the Bunker ghouls, with small overrun. Knights, Coach, and Ghouls still can't do final wound to Priest. Grave Guard restored to full strength.
LIZARD TURN 6
Carnosaur has no LOS to anything, so moves to threaten the Corpse Cart (which has kept ASF up on all the vampire forces for the whole game!), while the Coldones move to hit Grave Guard flank. Graveguard dwindle a lot again. Burning Alignment leaves just one Black Knight, and barely enough Ghouls for a rank, but the Wight King finally killing-blows the Skink Priest! Man that 2+AS is rough! Wight BSB dies, grave guard crumble to a handful again.
We'd lost track of turns, and ended up a turn off. Now Eric thought we'd been playing forever, but I thought things were going very fast, I was very "in" to the game and didn't notice the passing time, so when we tried to count backwards to see where we were, we ended up a turn off...no big deal, more playing is good! :)
VAMPIRE TURN 7
Ghouls 2 charge the Carnosaur's flank. Thrall vamp moves to get away from Carnosaur. Grave Guard are again restored to full. Second Steg proves as hard to kill as the first, with no wounds done. Carnosaur and Old Blood tear apart the Ghouls, but enough survive to keep him tied up for his next turn.
LIZARDS TURN 7
Coldones finally throw themselves in to the fight, combining with the remaining Saurus (10 left at this point) to crush the Grave Guard, crumbling down to 8 survivors. Carno and Old Blood kill off the ghouls. A wound is done to the last Steg, but not enough for half points.
Eric seemed to feel really down about the game until we actually added up the points. We both took relatively light losses, despite the death of one of the Engines and both Priests. With the points added up, it was a draw! A great game that had me on the edge of my seat through the whole game! While I kept the Carnosaur tied up for the first few turns, it wasn't enough to keep him from rampaging through half my army. The overrun of the skinks in to the Engine allowing the kill of the Pirest saved me from overwelming Burning Alignments, and allowed a fighting chance to get two of the three big point sinks (which I think were needed to win!). Similarly, I kept my high-point value items intact for the most part, preventing a lot of points lost to the Lizards!
El Duque survives to fight again...one day we'll defeat those Lizards!! Thanks for a great game, Eric, I'm looking forward to the next!