Biff
17-07-10, 06:06
Well today Biff had his first game, I got to play with the shops Empire army whilst Spike was playing the role of the evil beastmen.
All in all it went really well, Spike's clever use of Magic meant that my knights charge was useless, they got their own back by holding up two of his beastmen units (including the evil caster shaman) for a large part of the game.
Other items of note was my spearmen unit holding off a charge from the Wargor and his unit, sending them fleeing after one round of combat (hiding behind a wall helped) and my handgunners choosing to stand and shoot at the unit of wolves, wiping them out. Stand and shoot is now a very powerful reaction especially with black powder weapons, even two ranks of 5 can dish out 10 shots before the charge hits home.
Final turn saw my last night stay strong facing a gor unit of 8 and the shaman and wizard exchanging spells (he hit me with some shadow deathy thing and I finally managed to get off a super charged fireball). In the end it was decided the Empire had the advantage (handgunners ftw) so I won a very close game
My thanks to Spike for the game, we went through quite a few rules and with only a single disagreement (which was resolved with a simple roll).
My main thought is how quick the game can be to play, whilst we only had small game it only took about 90 - 120 minutes. The phases seemed to flow into each other and I am looking forward to building an Empire army of my own.
Oh and Pills, I found a new use for the Empire General. Leadership of 9 within 12 inches gave me a real advantage with my knights managing to stay in combat for a lot longer then their own leadership would have given them :D
All in all it went really well, Spike's clever use of Magic meant that my knights charge was useless, they got their own back by holding up two of his beastmen units (including the evil caster shaman) for a large part of the game.
Other items of note was my spearmen unit holding off a charge from the Wargor and his unit, sending them fleeing after one round of combat (hiding behind a wall helped) and my handgunners choosing to stand and shoot at the unit of wolves, wiping them out. Stand and shoot is now a very powerful reaction especially with black powder weapons, even two ranks of 5 can dish out 10 shots before the charge hits home.
Final turn saw my last night stay strong facing a gor unit of 8 and the shaman and wizard exchanging spells (he hit me with some shadow deathy thing and I finally managed to get off a super charged fireball). In the end it was decided the Empire had the advantage (handgunners ftw) so I won a very close game
My thanks to Spike for the game, we went through quite a few rules and with only a single disagreement (which was resolved with a simple roll).
My main thought is how quick the game can be to play, whilst we only had small game it only took about 90 - 120 minutes. The phases seemed to flow into each other and I am looking forward to building an Empire army of my own.
Oh and Pills, I found a new use for the Empire General. Leadership of 9 within 12 inches gave me a real advantage with my knights managing to stay in combat for a lot longer then their own leadership would have given them :D