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Sunday 23 June 2024

Warmaster Revolution - Daemons v Lizardmen

Alan once more came over to give his Lizards a run out. I had all sorts of plans to tweak my Daemon list, but time was against me, so I went with the same list I took to Wormaster again.
We tried the scenario where you have objectives and the game ends when you accumulate 10 points or you break your opponent.

Sun bathes the jungles of Lustria


As the Daemons assemble.
Once again I spread my army too thinly.


The Lizards emerged blinking into the sunlight.



The field of war.


My cavalry went racing up the left flank.


Whilst hordes plodded up the right


The Lizards waited, the sunlight slowly bringing their blood temperature up.


A mixed unit of Saurus and skinks raced into the ancient ruins.


The Pink Ladies claimed an objective.


However flying Lizards threatened their flank.


With the aid of Daemonic Flyers the winged lizards were caught and wiped out.


Realising I'd made a fatal error by deploying all my cavalry on a flank where infantry could easily occupy dense terrain to repel them I tried to redeploy, but my Hounds were caught in the flank.


A mighty unit of Cold Ones appeared on my right.


My Daemons were a little in disarray.


Some though had gained the safety of the jungle.


My centre remained strong.


Right up until a magic ring saw them charged by Saurus.


The dogs were taking a pasting, but hanging in there.


My right flank could do little more than wait.


Eventually the hounds killed the flyers, but at some cost.


Meanwhile my own flyers were finding skinks tougher than expected.


Learning from previous meeting Al- Ann the Slann took steps to neutralise the Beasts.


The pink ladies took a face full of Cold One.


Whilst the Tzeentch horde huddled in the jungle.


The remaining Khorne Daemons were also caught in the flank.


The Beats were tough, but numbers were against them.


The Khorne character roared his defiance.


The Cold Ones were mopping up the flank.


Whittling down the hordes.


More Lizards lent their weight to the fight with the Beasts.


They were driven back eventually but were a tough nut.


On the flank the Daemonette cavalry remained where they had been most of the game.


Lizards were claiming the objectives.


Despite the presence of the Sorcerer the game was up for the Daemons!


Another good game, though Alan comprehensively outplayed me.
I made quite a few mistakes, first deploying only cavalry on a wing where the Lizards could easily occupy terrain to deny me territory. Then I left my flanks open on numerous occasions which Alan ruthlessly exploited.
But that's the point of playing regularly you have to up your game!

No more Warmaster for the next couple of weeks but already looking forward to the next one.

Saturday 22 June 2024

Two Games of TMWWBK on the NWF

 Matt came over for a game of TMWWBK. I diced for a scenario and it was the one to attack a village. It made sense the attackers would be the British _ took them and Matt had the Pathans.

Then we rolled for the leader stats. With crushing inevitability I rolled a Ld 9 leader for the field gun, meaning my most effective chance of pinning and driving back the Pathan's from their heavily defended building was not terribly likely to fire...
Ho hum, on with the game

Pathan's occupied the buildings as the British came on.


Leaving the gun behind, hoping it would provide some support.


It didn't and two very effective rounds of shooting rather whittled one column away!


The Sikhs were fierce, but were also soon shipping casualties.



Deploying their well known cantilever formation the Pathans continued their spirited defence.


Pathan reinforcements were soon on the way.


Not that the lads in the buildings looked like they needed much.



A couple of shots got through, but mostly the British fire was ineffective.


The Ghazi were soon in the village


And more tribesmen assaulted the beleaguered British.
 

The rocks gave scant cover.


And with the last of the regulars dispatched the tribesmen rather ruined the British gun commanders cuppa!


An easy victory for the Pathans. Once the gun was ruled out by a poor traits roll I was always under pressure and a failure to make much use of terrain, or have a plan of any sort meant the men were cut down piecemeal.

On the plus side TMWWBK definitely plays fast -so as the first debacle had taken not much more than an hour including set up we had time for another game.

We swapped sides and rolled up the scenario with a fixed objective (in this case the tied up wife of the Governor) in the centre of the field.

As the gallant British guard took cover in a nearby wood, leaving the objective in plain view I sent tribesmen sneaking around the corner.


Pathans with guns raced toward an enclosure.


As their comrades took control of the village.


Soon the British gun was barking (Matt *not* having rolled a bad leadership). This proved too much for the tribesmen who failed to rally and fled the board!


meanwhile the gun armed chaps began plugging away at the British in the woods.



More murderous fire pinned another Pathan group.


The goats were obstructing the view a bit!


Finally with the centre broken the gun was bought to bear on the Pathan firebase.


Soon after the Pathans were forced to give up their quest for the objective and the remainder quit the field.

A *slightly* more satisfying game but again some poor leadership rolls hampered the Pathan mission before it could get going.
Ld 9 on a pinned unit of tribal infantry pretty much means they're leaving the board. I like the colour the traits give, but in both these games it felt like poor rolls before the game began meant I was in with no chance of winning. Rebels and Patriots that I played recently with James was altogether more satisfying.
I think I need to play TMWWBK a bit more regularly to see if I can get a feel for it, but these two left me wondering if I should try a different set of rules for the NWF.