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KoW Basilea vs Salamanders [PILLAGE - 1250]

Discussion in 'Battle Reports' started by Itepixcauh, May 5, 2016.

  1. Itepixcauh
    Carnasaur

    Itepixcauh Stranded Ghekkotah Staff Member

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    Finally today I could play the game I had planned against Basilea. It was a very challenging game, let's get started, shall we?

    The armies are as folllows:

    BASILEA

    - Ur-Elohi with Blessing of the Gods
    - Horde of Elohi with Brew of Sharpness
    - High Paladin on Griffin with Ensorcelled Armour
    - 3 Regiments of Paladin Foot Guard (One with Kevinar’s Flying Hammer)

    SALAMANDERS

    - Ghekkotah Skylord
    - Mage-Priest (Inspiring Talisman, Surge)
    - Greater Fire Elemental
    - 2 Hordes of Fire Elementals
    - 1 Horde of Ghekkotah Warriors
    - Ankylodon Battle Platform

    DEPLOYMENT

    We rolled and got 5 objectives, after the deployment the table looked like so:

    [​IMG]

    The Basilean player got the first turn roll and took it.

    TURN 1

    Not a lot to say about the first turn, he advanced with caution, not letting me charge with anything.

    I wasn't so conservative, specially in the left flank and advanced my Horde of Fire Elementals to the difficult terrain (the crops) to try to bait him into charging them and get a hindered charge. in the middle I move the anylodon into range and shoot the paladins on the left making 1 wound but failing to get the 12 I needed to waver them.

    [​IMG]

    TURN 2

    This turn is when thing start to get serious. He moves his flying units VERY aggressively, double charging my poor ghekkos and moving his Ur-Elohi to my right flank, in preparation to get a flank or a rear charge next turn. The rest of his army gets out of the charge range of the Ankylodon and repositions a little.

    In the combat, as predicted, the ghekkos are destroyed and he moves forwards as a result.

    In my turn, seeing the paladins on the left flank are out of range I reform all my troops to face the incoming danger. On the shooting phase I shoot the Elohi horde with my GFE for a little damage and then Surge him into the exposed rear of the Griffin.

    In the combat I manage to make a staggering 10 wounds on him but failed to rout the damn thing, He ends up wavered instead.

    [​IMG][/url]

    TURN 3

    His Paladin on Griffin passes his Headstrong test (damn it) and flies away to lick his wounds, The Ur-Elohi not having anything good to charge due to my good positioning retreats to safety near the paladins. The biggest threat the Elohi Horde reforms to face my Elementals on the left.

    [​IMG]

    On my turn I played a very risky card, I moved my GFE to chase his Griffin and charged my two Hordes of Elementals, one into the front of the Elohi and the others into the Ur-Elohi, also the Skylord moves to the rear of the paladins on the left waiting to charge them. My plan was to try to take out both his hard hitters in one turn (the Ur-Elohi seemed easy on paper, the horde wasn´t but I took the chance), and as always with ambitious plans it didn't went as expected.

    Watching the photos, what i should have done is move the GFE as I did and charge my Elementals on the front but then move the ankylodon forwards and reform the other horde of elementals to face the rear of the Elohis and Surge them to destroy the pesky angels.

    On the shooting phase My Ankylodon did 3 wounds more on the paladins, needing a 12 to rout them and I got it! The combat was much worse, both my hordes wounding on 3 bounced off making very little wounds and getting exposed to be slaughtered.

    [​IMG]

    TURN 4

    He declares his multi charges and I know I´m screwed, on the right his Ur-Elohi countercharges and the paladins get on the flank and his griffin repositions himself to get into the combat once more. On the left it's the same story.

    The combat results are brutal and my horde on the right is annihilated and he reforms, the horde on the left despite suffering 9 wounds (less than I was specting) survives the Nerve test.

    The picture below was taken after I started moving, but you get an idea.

    [​IMG]

    The board doesn't look good for me, but I will fight till the last turn as usual. As you see above I charge the Anylodon on the paladins and counter charge the remaining Elementals to the Elohi. I moved my GFE to face them too. I Surge the GFE into the flank of the Elohi, that should really get them.

    On the combat phase I indeed destroy the Elohi finally and the Anylodon does some wounds to the paladins but not much else.

    [​IMG]

    TURN 5

    He decides to leave the Ankylodon and the Paladins fighting on their own and charges his Griffin on the flank of my battered Elementals, that paired with the counter charge from the Paladin Regiment, means my poor, trusty Elementals are doomed. He also charges his Ur-Elohi into my Mage-Priest.

    As predicted the Elementals get routed as a result of the combat, but despite getting 3 wounds the Mage-Priest holds.

    [​IMG]

    I move my Skylord to secure the far left objective and charge my GFE on his Griffin and move my mage-priest out of the way of his Ur-Elohi. The grinding between the Ankylodon and the Paladins keeps on.

    I end up killing the Griffin at last and advance towards the objective.

    [​IMG]

    TURN 6

    We measure and I realise My Ankylodon isn't near enough to contest the objective to the paladins, so right now he is winning by two objectives to one. Just in case we get to turn 7 he moves his Ur-Elohi to the far left to capture another objective next turn. The rest of his troops holds their positions, with the paladin regiment counter charging but doing no wounds to the Def 6 beast.

    My only chance of winning is to destroy one of the two paladin regiments this turn. But I cannot move my Skylord from where he is, so i have to rely on the monsters alone to do this. I do my charges and sadly they bounce off. Thinking about this if I had just moved the GFE forwards and surged him towards the objective the game would have ended in a draw, I didn't saw it sadly. We roll for turn 7 and didn't get it.

    Sadly this time the Salamanders have lost the game.

    [​IMG]

    This was a REALLY fun game, I had an amazing time playing it. The battle plan was perfect, he has MUCH more movility that I had and still he was backing up his flyers due to my positioning, and it worked as I intended for the two first turns, but the mistake I made in turn 3 made me loose one of my hard hitters too soon and the other one ended up too wounded to last as long as I needed it to last.

    I'm learning to use the Skylord better, but he still got underused.

    I must say the more I play with Elementals, the more I like them. Without Surge this game would have been a walk in the park for him, but thanks to it I had the game in my hand, so sad I messed it up.

    Lessons learned.

    Thanks for reading!!
     
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  2. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Nice battle report, would a Regiment of Kaisenor Lancers been a better choice?
     
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  3. Itepixcauh
    Carnasaur

    Itepixcauh Stranded Ghekkotah Staff Member

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    Maybe I should have changed the ghekkos for some other unit but I'm adamant to not use salamanders on my army.

    I still think that this is the best list for me at 1250 points, it performed flawlessly except for the spanner directing it.
     
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  4. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Oh yeah I keep forgetting your army is Ghekkotah only, could you fit in some skyraiders for the added speed?
     
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  5. Itepixcauh
    Carnasaur

    Itepixcauh Stranded Ghekkotah Staff Member

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    I will surely do. I love them, but with just 1250 points I need the troops.

    Next game is 1500, I have to think how to use the extra points
     
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