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Drogmir

KoB vs Prussia- 175 pts Picture Heavy!

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Hi again folks so this one is going to be really heavy on the pictures since my friend and I decided after the last battle report that more pictures were needed.

We got another game in and decided to proxie a section of linemen each to see if the game did get more exciting with more sections (and indeed it did).

For this game the objective was the statue in the middle again, and we use less terrain this time more in accordance to the actual rules. Everything was soft cover this time around, while the rubble also blocked line of sight.

So lets get started shall we? 

 

Here are some basic views of the battlefield.

 

 

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Here is the start off initial roll between KoB and Prussia. Britannia gets the initiative to act first. Tally Ho!

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We decided to show what our initial activation orders were for turn 1 just for the audience. These photos were taken separately from each other 

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The Brits get ready to deploy

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So do their Prussian foes

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Again since we were trying to play with larger sections for this battle we decided to proxie models for Landwher and the Blackwatch for this game.

 

Here the Blackwatch are represented by Cygnaran Long Gunners, and Landwher by (The company that shall not be named) Imperial Guard

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We take a look at the initially drawn British lines. Where the Lt. shall be guiding the blackwatch and Captain Smethington shall be guiding the line. 

 

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Over in Prussian land we see the Obrst and his Lt. setting up center flanked by Knights and Grenadiers

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That is the end of deployment phase I shall continue in another post Turn 1 and soforth. 

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Turn 1:

 

British line advances and uses a card, paying for it with command and paying even more for long range shooting.

Tne6maN.jpg

 

Massed black dice fire only kills 1 but the shaken marker is placed

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Prussians retaliate and secure their morale

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Firing a deadly counter barrage at the British line after advancing.

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The British Lt. Activates taking command of the Blackwatch and having them focus their fire with Scottish pride!

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The Poor landwher are devastated despite having soft cover.

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The Sky Hussars make their move

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The Prussian HMG guns down men a la WWI style 

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So ends turn 1 with both sides having taken losses but the dice gods have made it so the British front line is taking it to the chin. 

 

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The Start of Turn 2

 

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The British play tactical aid hoping for some better cards

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Under the Captain's order a volley of fire is released at the grenadiers as they move up to try and contest the objective

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Scots are fired upon and proper measures are taken to try and save as many as possible

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The wall of death is secured

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Sky Hussars decide to take to the sky in full flight. Giving them a defensive bonus and increased movement at the cost of line of sight protection.

Oep4dXr.jpg

 

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The Knights are on the move and after deciding that the objective does not block los they release their full machinegun fire with deadly accuracy.

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The British line finds this to be in awful poor spirits. 

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The Scots prep for revenge

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And roll terribly for their bumped up volley causing their attacks to do practically nothing against the knights.

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Things aren't looking so good for the Brits now having wasted their trump shooting to luck.

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The HMG shoots at the Sky Hussars with added firepower via card.

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Blasting one from the sky in fiery display

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Grenadiers follow up with another attack

59FDAEB.jpg

Leaving many dead Brits

MIONMYC.jpg

 

 

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The Sky Hussar is having a hard time finding his courage after that

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Thus effectively ends turn 2

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The Brits have made the fatal mistake of getting closer than they should have and bugger all when shooting back due to the luck of the dice. 

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4hLXEdX.jpg

Turn 3 has the Knights activating first and becoming a solid brick wall in the middle of the table.

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Captain Smethington tries to use Britannia Bulldog to rally the section and uses a card to make it an autopass.

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The Brits decide that it's all or nothing boys and move in to use their flamethrower.

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The Prussian Grenadiers panic and fail their morale check which leads them down the road to an eventual accumulation of 3 and their dispersal from the battlefield.

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The Knights advance.

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Oh sweet jesus hit the DIRT NOW! (Or in Scottish speak, "Keep the heid!")

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The Order comes too late against punishing machine gun fire.

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The Scots decide to finish off the Landwher to force the Knights to take a morale check for watching their comrades die. They Pass.

A2wRiOS.jpg

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At this point our apologies it was getting late and the local magic players had moved into the room for the night so our pictures become less tight and methodical as they were at the start.

 

Anyway

 

The Scots take the high cover since they wouldn't match the knights in hand to hand.

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The Prussian Lt. charges the British Captain engaging in a duel where no one got hurt.

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The sky Hussar finds his inner courage to press on.

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Trying to fry the HMG to no avail.

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That was the end of Turn 3.

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Turn 4 had arrived with things looking more and more desperate for the English forces. (We decided to ignore the 25% rule for forces because we couldn't exactly thing straight by those hours)

 

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Utter carnage by the town square.

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This is the point where the Grenadiers call it quits.

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The Captain gets engaged by the Obrst.

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This is where things get confusing and let me explain.

 

Under normal circumstances this is what we rolled. 

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However Captain Smethington has access to a rule called Lucky which allows him to reroll a dice and he must accept the second result of said dice through spending a point of lucky.

 

We kept reading the rules again and again and there didn't seem to be an upper limit to how many lucky points he could use, it was only limited by the fact that you can only reroll one dice once.

 

In this case I got exploding dice which states that you get to roll another dice, this is effectively a new dice.

 

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So in a long story short I kept chaining together exploding reds through my rerolls because these are new dice being rerolled and not the same ones. If someone could clarify on this it would help.

 

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miJcyaL.jpg

 

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In either case Smethington dies from his wounds but manages to strike back before he does

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It's now Turn 5

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The game is more or less over and we decided to just see some last parting shots before we call it for the night.

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The Prussians are victorious!

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While the British swear to bring their artillery next time.

 

We had a lot of fun playing this game but yes we did start to get sloppy towards the end as we kept going over the rules again and again for weird little things.

 

I made the mistake of getting too close with my Brits and not getting the successes I needed when I needed it. It also didn't help that my firepower cards started coming in on turn 5 while my first couple of turns were melee dice, command, or movement. None of which i really needed. 

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Great battle report. I'm not sure on Bertie's infinite exploding dice trick, but otherwise a good match. Shame it didn't come out as a win for the Brits. It took me a good few games before I realised I wanted to keep my line infantry as far back as possible too!

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Well, the additional dice rolled from sixes are new dice, so the Lucky rerolls should work for them... But each one would count as a Lucky reroll so you have to spend a Lucky point for each reroll so up to a maximum of D3+4 per game. 

 

I'm glad you had fun. I think that with good use of the Command Abilities, Cards, and use of range the KoB can be very powerful.

 

One question I had was about the Teutonic Knights. It appears throughout the report that they were fielded in a section of size four. The Army List says that they have a squad size of 2-3. The Specialist and Marshalls upgrade the existing models so it doesn't change the maximum squad size. 

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Well, the additional dice rolled from sixes are new dice, so the Lucky rerolls should work for them... But each one would count as a Lucky reroll so you have to spend a Lucky point for each reroll so up to a maximum of D3+4 per game. 

 

I'm glad you had fun. I think that with good use of the Command Abilities, Cards, and use of range the KoB can be very powerful.

 

One question I had was about the Teutonic Knights. It appears throughout the report that they were fielded in a section of size four. The Army List says that they have a squad size of 2-3. The Specialist and Marshalls upgrade the existing models so it doesn't change the maximum squad size. 

 

1- Yeah that's how I was treating them. I had rolled 6 lucky points before so my second rerolls tended to end up as 6 leading to more new dice.

 

2- Indeed I didn't start getting my more offensive firepower cards until the last turn or two. During the early game it was mostly either more command to drown in or movement stuff which I didn't really need.

 

3- Well we double checked and it turns out my friend royally messed up here. You're right he was over the limit. It may have changed the game a bit. 

I assumed that he knew his army better than I did. Now we know for the future. 

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Nice battle report!

As a PE player, I can do nothing but agree, KoB should try to stay away from the Prussians, especially Teutonic Knights, unless a lot of flamethrowers are involved.

I can recommend the Armstrong as a counter to Knights, at least on paper (I should have first-hand experience next week sometime... )

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Nice report :) glad some people are enjoying legions.

I think you played the dueling rules incorrectly though as in a duel the side that inflicts more hits always deals damage so the captain should have injured the lt.

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Nice report :) glad some people are enjoying legions.

I think you played the dueling rules incorrectly though as in a duel the side that inflicts more hits always deals damage so the captain should have injured the lt.

My friend said that his Lt had dueling body armor which reduced my successes by 1

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Nice battle report!

As a PE player, I can do nothing but agree, KoB should try to stay away from the Prussians, especially Teutonic Knights, unless a lot of flamethrowers are involved.

I can recommend the Armstrong as a counter to Knights, at least on paper (I should have first-hand experience next week sometime... )

 

With "only" 8 red dices, the Armstrong is quite a gamble against knights with IR6, I prefer the Terrier or a solide unit of Line Infantry with an attached HMG to shoot Knights down. My Armstrong is usally busy Denting APC or exploding Kettenkarre. The Armstrong to me is more an Anti-Ironclad weapon, against Infantry, it is rather weak for it point costs.

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I don't see much issue with proxying myself (as long as you are using models rather than paint pots), painting takes a long time and you don't know how much you'll like a unit until you've tried it on the table.
 

Putting a true scale 28mm model next to a legions model is somewhat hilarious however :D

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Which true scale 28mm models did they use though? They used Warmachine and Warhammer models. Warmachine models are big overly stylized models, and GW makes "heroic 28mm" models which may be 28-30 mm models, but their girth and bodies are proportioned for 35-40mm.

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With "only" 8 red dices, the Armstrong is quite a gamble against knights with IR6, I prefer the Terrier or a solide unit of Line Infantry with an attached HMG to shoot Knights down. My Armstrong is usally busy Denting APC or exploding Kettenkarre. The Armstrong to me is more an Anti-Ironclad weapon, against Infantry, it is rather weak for it point costs.

Yes, but the Armstrong does have lethal, which helps it immensely against the knights.

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