This was a modified version of the Breakthrough scenario from the 6th ed BRB. High Elves needed to scoring units into the "town zone" on the Empire side, defined as a rectangle 12" in from the two far edges, and 12" deep. At the end of Turn 5 and Turn 6, HE roll a D6 for each unit in the zone; on a roll of a 6 they discover the warpstone and win. Any other result is an Empire win.
Empire deployed first, then High Elves. The scenery was specific to the scenario and background so that lead to some less-than-ideal deployment decisions. High Elves won the initiative and went first.
High Elf units are numbered in blue.
1: Great Eagle 2: High Elf Prince on a Griffon 3: Repeater Bolt Thrower 4: Archers 5: Swordmasters with Commander 6: Big Spearmen block with Mage 7: Bigger Spearmen block with Mage 8: Repeater Bolt Thrower 9: Mounted Mage, 2 Chariots, 10: Reaver Knights 11: Shadow Warriors and Silver Helms
Empire units are numbered in red (two 7's by mistake).
1: Knights Panther 2: Swordsmen 3: Handgunners w/sniper 4: Free Company detachment 5: Helblaster Volley Gun 6: Wizard 7upper: Handgunner detatchment 7lower: Greatswords 8: Emperor Karl Franz on the Griffon Deathclaw 9: Spearmen 10: The Wiz, Master Engineer (not visible, in front of building) and two cannons 11: Reiksguard Knights 12: Knights of the Black Rose 13: Pistoliers 14: Huntsmen
Turn 1 High Elves: The High Elf battle line moved forward, then the sophomore elf mages unleashed a barrage of magic. The onslaught was fierce but most was dispelled. This also included a miscast but it didn't affect anything.
However some lighting came down and killed two Pistoliers, the rest of unit failed their panic check and fled off the board. Not a good start for The Empire. The great eagle charged the Hunstmen in the tower, but the beast was beaten back and fled. The Reaver Knights moved within striking distance of the Empire line, threatening the far right flank.
Turn 1 Empire: Empire moved up trying to take positions in the town which included trying to get Knights of Black Rose over wall (led to a rules discussion of obstacles). Reiksguard knights take the bait and try to charge the fast-cav Reavers, who flee from the charge and draw the knights out into the open. The Empire artillery were out of position during deployment and had to sacrifice a turn of firing to move into better position (this is another deployment mistake). The handgunner champ and mast engineer armed with Hochland Longrifles (sniper rifles) tried to snipe but were unsuccessful.
missed... |
Empire magic was generally ineffective.
after turn 1 |
Turn 2 High Elves: The wheels start coming off for the Empire. The HE prince on griffon charges the knights panther on the left flank who fail their terror check and flee off the board.
charge! |
run away! |
One of the HE chariots slam into the knights of the Black Rose, and break them (the other chariot failed its panic check due to the nearby fleeing Reavers before the Reavers rallied).
The Knights flee but the chariot holds on the pursuit to avoid crashing into the town wall. Elf archers on the hill pour shots into the huntsmen, we forget about soft cover from the tower, and cut down 5 huntsmen who then flee from tower. Also bolt thrower peppers handgunners and kills a large number of them. One of the elf mages tried to cast the "reroll spell" again but the elder Empire Wiz used a seal of destruction that dispelled it and removed the spell from the mage's mind for rest of game. Rookie Wargamer was surprised by that magic item. It was funny.
Turn 2 Empire: Pre-turn panic checks abound. The presence of the griffon forces a terror check for the Empire swordsmen on the left flank and they turn tail and flee. The entire Empire flank fled faster than we could take a picture of it. Reiksguard fail their panic check for the Black Rose knights fleeing within 6" unit at start of turn, and so more knights run. The Black Rose knights rally (of course), but the damage is done. After moving into position the previous turn the Helblaster Volley gun opened up on the Elf Swordmasters, decimating them.
Helblaster unleashes |
after the helblaster |
The handgunners also pour shots into the swordmasters, but they are immune to psychology so they stick around.
Turn 3 High Elves: The High Elf chariot charges Betsy the red cannon. The crew flees, chariot runs them down.
Reavers follow up to shoot stuff the crew of the cannon Bobbie. Elf griffon charged the still-fleeing Swordmen and pushed them off the board. Center of the elf line moves up in preparation for the charge into the town.
Silver Helms and Shadow Warriors emerge from the forest. Bolt thrower rakes the Greatswords and their full plate armour can't save them all. 5 guys dead.
At this point the Empire are surrounded as their flanks are collapsing.
surrounded |
uh oh |
The Reiksguard knights rally. Black Rose knights charge the silver helms who make a tactical error and flee the charge. Bobbie's crew turn her and launch an ineffective grapeshot on the approaching Reavers.
grapeshot |
The Wiz and his colleague huddle together and coordinate an elaborate sequence of spells to turn the tide of the game, but both Empire wizards miscast! Helblaster fires again, killing 9 elf spearmen.
"Chargin' Karl" kills the elf battle standard bearer, two spearmen and his trusty griffon mount Deathclaw kills a bunch more. They win combat, break the giant block of spearmen and run them down. Karl redirects pursuit into the mounted Mage.
Things get a little hazy because it was 1:30am and the battle was raging for 4.5 hours at this point.
Turn 4 High Elves: Chariot and prince griffon swing around the back. Remnants of swordmasters and other spearmen unit charge the Greatswords (they actually charge the helblaster volley gun first but the crew flee, and the spearmen then redirect into Greatswords).
Elf Commander challenges The Graf to single combat. Graf kills the puny elf with his magic sword. Lots of death on both sides, drawn combat but Empire battle standard bearer dies too. The elves have the musician to win combat tie breaker. Empire hold with Karl Franz leadership.
Turn 4 Empire: More of same, we call the game there because it's really late. Elves had two scoring units in the zone, roll for discovery of Warpstone and don't find any.
Empire victory.
It was a lot of fun.
I will follow this up with additional pictures later.