Friday, 11 August 2023

Nights Watch v Baratheon: A Game of Thrones

 Ray and I headed down to Justplay for out first game since the update. 

Haven't played Ray for a while, he managed to turn up early and even his list wasn't too bad. Hmm, these new rules changes are having an immediate impact!!! Although he wanted to try out the Golden Company Swordsmen (like most people I suppose), he really was just wanting to see how his Stannis lads would do. 

Alas, we were both on 7 activations, so we didn't get to try out the "pass" shenanigans. I won't lie, not really a fan for two reasons:  I tend to favour more activations of dross than quality, and if I ever have less activations, I'll be sure to get too excited about killing things that I'll forget to pass (as I do with 3 NCU's. But have to say, on the whole, as usual, CMON's changes should be applauded rather than whinged about. Anyway, going off at a tangent, here's the "durty" Baratheons...


Baratheon Sentinels with Stannis Baratheon - The One True King (C)
R'hllor Lightbringers with Bryen Farring - King's Squire
Golden Company Swordsmen
R'hllor Faithful with Stag Knight Noble

NCU's

Axell Florent, Selyse and Shireen and Jaqen H'ghar



I'd chosen Night's Watch to face Ray as I like the Shadow Tower spearmen and 
was excited about their 3+ armour. Simple as that. My list was as below...

Veterans of the Watch with Jeor Mormont -
997th Lord Commander (C) Conscripts Shadow Tower Spearmen with Senior Builder Builder Scorpion Crew with
Scorpion Modifications - Builder Coldhands - Mysterious Ally NCU's Othell Yarwyck Aemon

TERRAIN: Palisades top and bottom left, wood in centre, Weirwood on right

BARATHEONS: Lightbringers, GC Swordsmen, Faithful, Evil "Satanis" and his Sentinels

NIGHT's WATCH: Coldhands, Shadow Tower Spearmen, Scorpion, The Venerable Jeor Mormont commanding his valiant Veteran Brethren, Conscripts

I planned to hold the centre with my Spearmen, while the Scorpion would move up and control the right with fire while the veterans smashed up the right side with conscripts supplying aid behind them. Coldhands was to either take left objective or brave the fire
 and hunt the Lightbringers 


TURN 1

So after I had to choose sides, Ray opted to go second. We moved up as you do, though i took Letters first and Ray took the horses to move up the Lightbringers. Ray was more aggressive than I expected, dropping a few sentinels from my Scorpion...


As it was, I decided the Veterans could use Coldhands help on the right so brought him around


Tactics Board End of Turn 1


BOARD END OF TURN 2


TURN 2

Ray went first and moved up his Faithful up off the horses, so I killed two with Scorpion order. This allowed the Sentinels to move up off their order. I simply charged the Sentinels.


Ray then shot with the swords, killing 3 spearmen before Ray healed up off the bags after I shot the Faithful with the Scorpion...


After the Spearmen were attacked, I'd given the Conscripts Watcher on the Walls which they used to charge the Sentinels...


Scoring a respectable five hits...


But Ray saved well, then used some cards because he passed morale and ended up just two wounds short of full strength.


I plinked a few more Faithful with Othell on the Wall (crown)


While the Golden Company took the centre objective, and my Spearmen charged them through woods, so they were on 2+ save. I didn't kill one, so he passed morale and killed one of mine...


On the right, King Stannis and his Sentinels didnt like the counterstrike on my Veterans so attacked the Conscripts, using "In R'hllors Name" to gain sundering before rolling absolutely bobbins... Disrupt from the Veterans meant he need fives!!! As he didnt destroy a rank, Stannis then took a panic check


I would have laughed but for the fact that the unit was influenced for +1, has Iron resolve and was sat on a Weirwood. So he passed, the jammy git!!!


Ray weighed it up, but decided against charging the Veterans with his weakened R'hllor Faithful...


I moved up then Marched Coldhands into effective "flock" range and take the right objective


BOARD AT END OF TURN 2


TACTICS BOARD AT END OF TURN 2

BARATHEONS 1 VP (1 objective)

NIGHTS WATCH 1 VP (1objective)


TURN 3

I had Othell take swords and get Veterans to attack


With the Swords in the Darkness tokens backfiring from Stags Wit, I managed to kill five but Ray healed one for passing his morale


Ray then healed up, while I used the Horses to reposition the Scorpion to avoid being charged by the Rhllor Faithful


As per below...


I managed to kill a Swordsmen with one of my scorpion bolts. I'd also loaded the spearmen with cards


and they attacked well. Ray decided not to use his defensive order...


And lost four men as a result...


But the spearmen were now being shot in the flank, and were losing men themselves


And with their order to attack, the Golden Company cut them down to two remaining...


After I moved Coldhands up, not quite taking the objective, Stannis and his Sentinels savaged my Conscripts, who retreated before dropping down to one via a crown attack. The R'hllor Faithful again didn't do much but jiggle a bit to threaten more than the Veterans of whom they were rightly scared...


TACTICS BOARD END OF TURN 3


BARATHEONS 2 VP's (2 objectives)

NIGHT'S WATCH 2VP's (2 objectives)

BOARD AT END OF TURN 3


TURN 4

No real surprise, Ray took the Swords and had the Lightbringers bring Fire to enlighten the Shadow Tower spearmen, wiping them out with ease...


I countered by Aemon taking the bags to heal six Conscripts, while Ray then hit them with Crown for three wounds. So I swung Coldhands around the rear of the Sentinels and charging them, dropping them down to six again...


Ray took the Horses to move up the Lightbringers, while I attacked with the Veterans after healing two wounds with Supply aid after the Sentinels had passed morale check and wounded Coldhands, as well as doing one from Final strike after Coldhands had attacked.


The Sentinels activated and declared an attack on Coldhands. I used Flock and with disrupt, Ray needed sixes on his five attacks...


The jammy git scored three... Still I had a 3+ save (actually 4+ cos of sundering)


Well, with three wounds of his four left I only needed to pass one...


That was after Ray had moved his Rhllor Faithful back to assist as well, forgot that. They got shot by the Scorpion for just one wound. Wasn't having much luck targeting infantry


With two units dead, Ray had snuck ahead...

END OF TURN 4

BARATHEONS 5 VP's (3 objectives, 2 units)

NIGHTS WATCH 3 VP's (3 objectives)

TURN 5

I took the swords (after placing Coldhands back on in Stannis flank) and attacked those Sentinels again...


Four hits caused two wounds, but one was healed back with a passed panic...


Ray healed Stannis up again with some card trickery, so I went for it with Coldhands. A Sword in the Darkness made the R'hllor vulnerable and panicked and gave me seven attacks. And Coldhands killed them all!!!


Ray spent a token to allow his Lightbringers to shoot and do 3 wounds on my Scorpion. 


But I played Take the Black and healed up my Veterans and grabbed the Stag Knight Noble


Coldhands dropped back to threaten Stannis again, but Ray was wise to me and took the Horses so I couldnt claim the objective. Aemon on the bags allowed my Conscripts to heal well (six)


Attacking the Sentinels again proved utterly futile!!! He kept making his 4+ saves...


And rather than attack, Stannis the Wise tactically retreated!!!


TACTCIS BOARD END OF TURN 5


BOARD END OF TURN 5


HOUSE BARATHEON 7 VP's (5 objectives, 2 units)

BRETHREN OF THE WATCH 5 VP's (4 objectives, 1 unit)

TURN 6

Ray charged in with his Sentinels and. wiped out the Conscripts. This triggered And now his Watch has Ended on my Veterans, so I turned and moved towards the Golden Company!!!


I charged in, confident with my eight attacks and precision, that they're 3+ armour would not help them...


Woo hoo, one wound and seven hits...


Ray was more than a little happy!!! Fair play, I respect lucky dice more than most


Ray took the Bags and healed up.


So I took the Swords... Two wounds and six hits!!!


I kept my dignity and didn't cry. That is some R'hllor blessed HOT dice rolling sir!!!


I had Othell shoot form the wall...


But he didn't do anything either. Ray then retreated his men out with horses. My scorpion hit once killing a sentinel but passed the moral to heal him back...


The Scorpion then died when shot in the flank


And my last act of defiance was a long range flank charge but I failed that with Coldhands...


END OF TURN 6 (and Game)

THE BARATHEON FOLLOWERS OF R'HLLOR 11 VP's 
(7 objectives, 4 units)

THE DEPLETED RANKS OF THE NIGHTS WATCH 5 VP's
 (4 objectives, 1 unit)


Really good game of attrition and it was so even until Coldhands died. Even with the Spearmen down, I still felt I could do it. But didn't take enough pictures of the Sentinel saves, which were well above average. Ray played well but his better dice definitely were the factor as well as his ability to heal with every panic and, yeah, a clear and deserved win for Mr Ray. I'm going to be running Greyjoy's over next few months to gear up for the LGT...

OTHER UK EVENTS

ASOIAF GT Warmup

Board In Brum

Event in Walsall by Board In Brum on Saturday, August 26 2023

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Northampton
Dates as above

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SATURDAY, SEPTEMBER 16, 2023 

                                      Winter is Coming


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THE RECONQUEST OF SWIND - DORNE

SATURDAY, SEPTEMBER 16

ATOMC GAMES


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Morton Park Way, Darlington, UK

Sat Nov 11 2023


MORE INFO



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COVENTRY GT

11/12th NOVEMBER

Centre AT7, Bell Green Road, Coventry UK

TICKET LINK
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ENTOYMENT GAMES 

A SONG OF ICE AND FIRE TOURNAMENT 

SUNDAY 10th SEPTEMBER in POOLE 


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You can find a joint rules pack – including information on how to purchase a ticket - for the events here:






THE LONDON GRAND TOURNAMENT

Saturday 30th September & Sunday 1st October

Paul Winter has taken over running this event and its the biggest one!!!


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RIBBLE RUMBLE 

(SOLD OUT)

Reserve list in place if interested...

ELEMENT GAMES, STOCKPORT

DECEMBER 2nd/3rd 2023

3 Games Saturday, 2 Sunday 2.25hrs each game. Nice chilled lists appreciated, newcomers welcome.




2024

THE WELSH GT 2024



Friday, 4 August 2023

Conquest: The Last Argument of Kings. Two 750 point battle reports

 So after last week's defeat to Andy's evil Spire list, I face off against Chris' City States, before he then faced the Spire...

Chris has started painting his City States, going for a turquoise cloak for his Polemarch and "Lochagos" officer...


Chris's Army of 745 consisted of a Polemarch leading 5 stands of Hoplites, 3 Minotaur Thyreans and 3 stands of Phalangites led by a Lochagos officer. 

I had a Blooded as Warlord, with Aspect of the Bear, Reyngeir, the god Speir and Curse of the Vargr. Essentially, he is a Brute and hits hard. He led 5 Ugrs, with a second unit of 4 Ugr and a unit of 3 Werewolves.

We were playing the same First blood Scenario as it was 750pts



TURN 1 & 2

Turn 1 saw me delay the Werewolves and nothing able to come on for Chris. So Turn 2, I brought on my Warlord's Ugr's and failed to get the other two units on. Chris brought on his Warlord and his Hoplites, seizing the far right objective.



Chris scored 3 VP's for having that objective...

TURN 3


I got both my units on thanks to my Warlord's "Call the Hunt" Supremacy Ability. Chris got his Phalangites on, but not his Minotaurs. My Warlord's Ugr's took the centre right objective while my four strong unit took the left while my Werewolves sped up on the left of the buildings facing the phalangites


that Chris had advancing on the left objective


With Chris's sitting on the far right scoring again, my Ugr's pulled back the score to 6-6 all

TURN 4

We both had equal activations, and both of us took or held  two zones, Chris with his infantry and me with my Ugr's. 


The Minotaurs came up and faced off against my large unit


While my Werewolves marched up to threaten the Phalangites next turn


My Ugr's sat back on the objective, in response to Chris and Andy saying I dont play objectively...


And the Hoplites and my Ugr's and both Warlords played the objective game...


With both of us scoring 6 points, we tied moved onto 12-12 each


If I got to go first, the Werewolves would charge the Phalangites, but there would be a risk of the Minotaurs flanking me...


TURN 5

I won the roll off... and charged!!!


The Phalangites cancelled my impact hits and also denied me the ability to inspire but with 18 attacks, I scored 6 hits...


But Chris managed to make a few saves before his resolve


but failed enough to lose a stand, meaning I contested the zone as it stood. The Phalangites attacked back scoring 3 wounds...


Chris didn't move up the Minotaurs to flank the Werewolves, as that would have exposed his rear to my Ugr's. Contesting the objective allowed me to edge ahead 18-15 on victory points...

TURN 6

I got the first activation again, and my Werewolves attacked (but only after Andy pointed out I regenerated the three wounds they'd suffered). I was still unable to inspire though and scored only 3 wounds


Having already secured the 3 points with my 4 Ugr unit, and Chris only going to be scoring 3 as I moved up my Warlords unit to block any attack on the Werewolves but also to see what the Minotaur Thyreans could do


Well, they hit hard to say the least. 9 impact hits with brutal impact 1, followed by 16 (with leader) cleave 3, clash 4 (on the charge)... Yeah, they hit damn hard, breaking my Ugr's


With us both scoring another three points, and my Werewolves still contesting the game ended with

NORDS 21 VP's         CITY STATES 18 VP's


Well, I played the objectives but really was more than luck by design that the Warlord got on the objective and the Werewolves were able to contest and allow me to sneak it. We didn't really get to see the City States do much but they do have a "Strategic deck" that is pretty cool and are a strategic army. I I didn't expect the Minotaur's to hit as hard as they did, even though they look like they would. 


GAME 2

So for the third game, Andy faced Chris, same mission...

Chris's Army was as above,  745pts consisting of a Polemarch leading 5 stands of Hoplites, 3 Minotaur Thyreans and 3 stands of Phalangites led by a Lochagos officer. 

Andy ran a Pheromancer Warlord(205pts worth): Suppress survival Instinct, Cascading Degeneration, Plaguelord, Lvl 1-3 Flesh Retinue in 5 stands of Force grown Drones, with 3 Stands of Force grown Drones, 3 Brute Drones and an Abomination. 

With two light units, Andy felt this scenario was there for Chris to win as he could outscore Andy and play defensive,,,

TURNS 1 & 2

Only Andy got a unit on Turn 1, his smaller Force Grown Drones moving up on the left.


Chris's first unit on was his small Phalangites and he reversed his earlier deployment against me, with his unit taking the objective on his left, scoring 3 VP's


Andy had brought his Pheromancer and his large block of force grown Drones down centre, but again, they couldn't control a zone. Chris brought his Polemarch unit on and moved up into the woods as his Phalangites sat back.


Chris now sat on 6 VP's to Andy's nil...

                                                      TURN 3

The Polemarch and his Hoplites advanced out the Woods to seize another zone


All units were now on, with Andy brining the Brute drones on on his left and finally scoring while the Abomination went on the right to go after the five point zone held by the Phalangites. Chris brought the Minotaurs on centrally.


Chris had a solid defensive line as Andy moved his forces up.


Andy was a bit delayed with bringing his forces together given they're speeds...


Andy had scored 3 VP's but Chris was well ahead on 9 VP's

TURN 4

Chris was out activated but kept rolling low so he was usually going first. He drew back the Phalangites to keep the Abomination at bay, Chris brought up the Brutes level with his small unit of FG Drones.


As Chris set up for the right side with his Hoplites, Andy made a 50/50 charge on the Minotaurs. he rolled well but Chris did too saving several of the hits and taking three wounds in total...


Andy had left the objective, so the turn ended with Chris on 15 VP's to Andy's 3 VP's

TURN 5

Chris went first, taking 14 hits from Andy's Decay. This killed a Minotaur, the remaining pair dropping just 4 FG drones due to some bad dice...


Andy moved his smaller Force grown drones into the zone, to bait the Hoplites but Chris didnt take it as he had more stands in the zone. Small error from Andy and a crucial one.


The Abomination charged into the end zone and the Phalangites...


With only 2 impact hits and no inspiring, the Abomination still managed to kill a stand and thus secured the zone...


This brought the scores to Andy's Spire 8 VP's while Chris's City States were up on 18 VP's 

TURN 6

Chris reformed then charged the Force Grown drones, engaging but not attacking and denying Andy an opportunity to bring more stands in...


The Pheromancer looked on as but couldn't change the outcome, even as the Abomination finished off the Phalangites...


END OF TURN 6

SPIRES 13 VP's       CITY STATES 21 VP's

Chris played a sound strategic battle and beat Andy's decaying and regenerating army. Playing the scenario is sometimes the way to defeat the better, harder army and the City States are certainly not an easy army to use (like Nords). They are very nuanced and I know Chris is looking forwrad to seeing the Chariot when its out. Had the Minotaurs got the charge into the Pheromancer, they could have ravaged them but Andy took chances and did enough to almost swing the game...

END OF 750 POINT ROUND

NORDS 1 Win, 1 Loss

SPIRE 1 Win, 1 Loss

CITY STATES 1 Win, 1 Loss