Post by Andrew on Jul 1, 2010 8:30:36 GMT -6
I played up another 2000 pt game against Ogres with my Bretonnians. I got sad faced lol.
Here's some highlights:
- my lance of 14 KotR and 8 Grail Knights got a 21 as their highest combat res, vs a mob of iron guts and another of bulls (in the flank, even). Bulls ran away, iron guts stayed because they were stubborn and led by the BSB and a Tyrant with super-great weapon.
- My 60 archers caused a few wounds...I think around 10 wounds the whole game? To be fair, his army was completely ogres, no little squishies...
- there was only a single miscast, despite us casting our spells with 3+ dice most of the time. My prophetess proceeded to lose two wizard levels on the bottom of the 6th...woooo...
- the trebuchet landed one solid hit before dying to the gorger...caused a massive 10 wounds on the bulls. I definitely need to use a second one when facing...most armies, heh.
Things we learned:
- artillery works different in combat: you fight the dudes, but they don't form up in front of it now. They stay as part of it, if they die, the whole thing goes.
- if you charge a fleeing unit, it's just plain destroyed. OMG this was a scary change and opens up new tactics; make flee then charge it with something wimpy. I could've and in restrospect should've.
- You can have infinite Augment spells on a unit. For instance, my KotR lived for so long because they were under the happiness of three spells: +1 S and +1 T, +2 T, and at the end of the magic phase they caused 2D6 S3 hits on any enemy unit in base contact. Felt like I was playing Magic...Augments are enchantments...it'll take some token work to remember this stuff decently.
- Lore of Life is absolutely fantastic! A couple damage spells, but the unit buffs to knights are great! I also discovered a new tactic to keep units alive (only thought of it after the game, d'oh!): Become like VC. The 5th spell in the lore (Regrowth) allows you to raise D3+1 models back into units in the exact same fashion as Invocation of Nehek. So, if big scary hero challenges, accept with a humble KotR champion. Champ dies, saves the unit from taking the hits. Next turn, raise him back and whatever other lost models, do it again! and again! Or, keep their heroes out by challenging them, dying, and coming back.
- As Bretonnians, my shooting and magic phases are now longer than the close combat phase. Scary.
- If you want to be effective in the magic phase, 2+ casters are required in case you diff yourself. Oh, and not to worry, the magic phase was not nerfed in the slightest. It's far more powerful than before.
Here's some highlights:
- my lance of 14 KotR and 8 Grail Knights got a 21 as their highest combat res, vs a mob of iron guts and another of bulls (in the flank, even). Bulls ran away, iron guts stayed because they were stubborn and led by the BSB and a Tyrant with super-great weapon.
- My 60 archers caused a few wounds...I think around 10 wounds the whole game? To be fair, his army was completely ogres, no little squishies...
- there was only a single miscast, despite us casting our spells with 3+ dice most of the time. My prophetess proceeded to lose two wizard levels on the bottom of the 6th...woooo...
- the trebuchet landed one solid hit before dying to the gorger...caused a massive 10 wounds on the bulls. I definitely need to use a second one when facing...most armies, heh.
Things we learned:
- artillery works different in combat: you fight the dudes, but they don't form up in front of it now. They stay as part of it, if they die, the whole thing goes.
- if you charge a fleeing unit, it's just plain destroyed. OMG this was a scary change and opens up new tactics; make flee then charge it with something wimpy. I could've and in restrospect should've.
- You can have infinite Augment spells on a unit. For instance, my KotR lived for so long because they were under the happiness of three spells: +1 S and +1 T, +2 T, and at the end of the magic phase they caused 2D6 S3 hits on any enemy unit in base contact. Felt like I was playing Magic...Augments are enchantments...it'll take some token work to remember this stuff decently.
- Lore of Life is absolutely fantastic! A couple damage spells, but the unit buffs to knights are great! I also discovered a new tactic to keep units alive (only thought of it after the game, d'oh!): Become like VC. The 5th spell in the lore (Regrowth) allows you to raise D3+1 models back into units in the exact same fashion as Invocation of Nehek. So, if big scary hero challenges, accept with a humble KotR champion. Champ dies, saves the unit from taking the hits. Next turn, raise him back and whatever other lost models, do it again! and again! Or, keep their heroes out by challenging them, dying, and coming back.
- As Bretonnians, my shooting and magic phases are now longer than the close combat phase. Scary.
- If you want to be effective in the magic phase, 2+ casters are required in case you diff yourself. Oh, and not to worry, the magic phase was not nerfed in the slightest. It's far more powerful than before.