Game against Erasmus and MMU dwarfs. Scenario is loot, lists below.
I got to place the first token, put in the middle on the left, making room for no more there as I prefer to play wide. I got to choose table sides as well. I felt bottom was beetter even with the big building. It can be used as an anchor erly/mid game.
After scouts
Just getting assassin in range for shooting if I get T1. Rangers approach carefulully, not willing to enter the forest yet.
After T1 to TK
He has a lot of shooting, so I cannot avoid all of it, but I do avoid the organ gun at this time. Defensive measures like stealthy or bloodhex is put in place. Moved up slighty across the board and in range of all tokens for next turn. Shooting was a bit disappointing, but to kill the Brocks would be a bit lucky (needeing a 9 once with avrg dmg.)
After B1 to dwarfs
The dwarven line advance carefully, keeping formations tight to protect their flanks.
Note the position of the dwarf lord on large beast. Leaderpoint cleverly in between the two ranger regiments behind. So if I am to go up and snatch the loot token with my terror, I might face a triple charge there.
Defences that was put in place held up against the dwarven shooting. Brocks managed to break the glass shield. I must consider how to deal with them, assassin might not be able to do it himself.
After T2
I wanted that token with my terror, so I set up my casters to help. La’theal was to windblast the fireoil guys and crone to throw weakness at the other. More shooting gets shut down as the phantoms charge the sharpshooters. It is a weird way to use chaff, but as he has few hammers and actually relies on doing some damage before committing, I felt it was an ok choice. Impalers on the hill move back slightly to get out of range of organ gun that moved up. I probably give it too much credit, but I don’t need to risk it at this stage. Left flank holds its position more or less, mutants back out of charge from brock troop.
#UBdice went completely mental this turn. La’theal does 7 hits and 6 dmg on the rangers with her windblast. Skiffs, in return, does 0 dmg, on the other rangers. At least they get weakness on. Hex fails. The same goes for combat. One phantoms routs the sharpshooters, the other fail to do even one dmg. Assassin fail to rout the brocks, but that was a bit dodgy after poor shooting last turn. All in all an ok turn, I rather have assassin rout the brocks than the other swings go my way, but 6 dmg on rangers is nice, puts them close to the edge.
After B2
The dwarfs moves closer on the left flank. The dogs feast on the impalers, and combined with the rest of shooting does 8 dmg. Putting them in danger for whatever will hit them next. Brocks have a good turn and unexpectedly routs the assassin. It was not a good idea to be greedy it seems. Rest of shooting does little. Sharpshooters routs phantoms on a counter charge. His king on large beast circle the terror rather than tangle with it, a wise choice.
After T3
I take less chanses with the brocks on right flank this turn, and skiffs and crone sees them off. It was a bit iffy, but weakened and hindered charge would be less scary.
The terror chose to not charge the obvious target (rangers) , but goes for the organ gun instead. That will put it closer to cebtre objective and out of charge from rangers (If I can pull off windblast again). Fleetwardens on the keft charge the brocks to block them from attacking mutants. Fleetwardens on the right charge the kkng on large beast. I hope to do one damage to strip nimble, but move impalers awkwardly to be safe, just in case. Bottom left stays eerie still, but I get a hex off on the boomstick wielder. Phantoms moves to look at enemy rear, but can’t move far enough to get LOS past sharpshooters. La’theal manages to windblast rangers away from terror, but does 0 dmg this time arohnd, still the most important part of the job is done. Terror routs the organ gun and fleetwardens put dmg on king on large beast, trapping him.
After B3
Three units combine their might to take out the fleetwardens on the left flank. Ironguard moves far up and expose their flank to the Soulbane impaler, but also block the mutants more effectively. Brocks shifts to get out range from phantoms. The other dwarf units are mindful at the threat ar their backs, and only the left sharpshooters are offering up a charge. King on large beast fails to rout the fleetwardens and is at the terror’s mercy. It has none. The windblown rangers make an ordered march to get back in the game. Dwarven shooting is very ineffective this turn, impaler horde stays at 10dmg.
After T4
The terror takes the rear, which means it will again rely on WIndblsdt to be safe. La’theal does the job again, and piyts the rangers out of the fight for a turn with a waver, just the distance wouldn’t be enough. The terror does a massive 13 damage and seals the King’s fate. The skiffs charge the other rangers, also to keep the terror safe, and does a bit of damge. Impaler regiment picks up a loot token, and pivots out of range of shieldbreakers. I am pushed to make a move on the left flank now. Mutants charge IC and routs them. The navigator throws herself in front of the steelbehemoth. Impalers on hill w 10 damage must do something before they go, so they attack some IC and wavers them. The impaler SB attacks the IC to the left to prevent a flank charge on the impaler horde, but this might give brock regiment a charge on the Soulbane… To stop this, phantoms fly uo behind the IC he is fighting, to stop them from backing up and opening up for the brocks to charge. As a bonus, the phantoms are in a good position to be annoying next turn as well. There is a significant amount of damage spread across the remaining dwarven force, so I expect to make a few more routs next turn.
After B4
My opponent geys a good turn here, perhaps deserved after some turns of lackluster shooting. Impaler horde goes down expectedly. Rangers waveres the skiffs, which could endager my tokens if they pick them up next turn. Phantoms are shot off unfortunately. Behemoth pivoted past the navigator to help kill the mutants, didn’t see that coming. That opened up for the brocks to kill the navigator. I’m a bit less confident after this turn, especially if it goes to T7. Atleast his hitty stuff can be krpt at bay for at least one more turn.
After T5
IC Regiment that fought the impaler horde pivoted to get out of impaler range arc, but forgot about the nimble Soulbane at their back and paid the price. The impaler regiment charged the IC the SB was fighting and got a lucky kill. Big difference to get to turn to face rather than getting hit in the flank. La’theal did as she has been all gsme and finally offed her mark. I got weakness on the other rangers, but no eaver unfortunately. Terror only got a waver on shieldbreakers as well, don’t know about the odds there. Impalers with token turn to run off with it. Fleetwardens in forest grabs the token the terror dropped, and turn on bloodhex just in case. It is going to be a tight game if this goes to turn 7, but I think I have control if we stop at 6. Unless his shooting does something spectacular, which they might
After B5
Impaler regiment goes down under combined assault from brockriders and steel behemoth. Rangers fail to waver skiffs this time, and is now in trouble themselves. Shooting puts more damage on the loot carrying impalers, but not enough to rout them yet.
After T6
I tried to figure out the best way to secure the win, I went with tring to shut down everything. Impalers SB sacrifice himself to the brocks. La’theal gets a waver on the boomstick guy. Terror kills shieldbreakers and backs up to block LOS from one sharpshooters. The other sharpshooters got a weakness, but no dmg for ne roll. I finished off the tangers as well, so at least one token is safe. Now he got one sharpshooters at cover/stealthy/weakness to shoot off my impalers.
After B6
With all the blocking/mitigatipn he gets one damage on the impalers with token, but they hold for now. Impaler SB is routed. His caster heroes line up curiously…
After T7 (end of game)
The terror take the bait fir a possible triple kill, but only kill boomstick guy and roll a 1 for overrun. Still it kills off one dangerous unit. Skiffs position themself to block lod to impals from sharpshooters. La’theal fknish ofg the brock troop, and places herself in such a way that the steelbehemoth cannot get in range of the fleetwardens. Fleetwardens kill some sharpshooters. At the end of my turn I’ve ensured that both my token carriers are 100% safe and we end the game there.
End of game thoughts
The battle plan of deleaying on the left (with my most powerful hammer!) And grab the other tokens worked, but not flawlessly so there was a nailbiter to the end where he had a chanse to kill impalers that were running of with token. Assassin routed erly this game, and I really missed him for the rest of the game. Well played Erasmus and thanks for the game.