This is my official Battle Reports thread, which will in in large part cover playtests of some of my BoV-regulations custom maps--which can all be downloaded here.
Dennis' Army
Cyprien Esenwein
Sonya Esenwein
Arkmer
Isamu
Krav Maga Agents
10th Regiment of Foot x2
===============
505 Points
This was supposed to be a 460-point match, but I didn't realize until later on that my friend can't count. Oh well. (The camera I was using doesn't like to take pictures of HeroScape, so they're not the best. I'm trying to figure it out.)
Starting:
Spoiler Alert!
My Start Zone:
His Start Zone:
Round 1:
Spoiler Alert!
I send out one squad of Hounds first as a raiding party. In response, Dennis send out some Krav Maga Agents and one squad of 10th Foot, which he spread all over the map, and sent out Cyprien (not the wisest move). I began moving a squad of Stingers as well.
Round 2:
Spoiler Alert!
Cyprien was sent after my Hounds, which soon flocked to his position. My Hounds avoided both Chilling Touch and his attacks, and proceeded to have a field day.
Cyprien strikes back with Chilling Touch, but his attack on the remaining Hounds fails.
The squad of Stingers taks up a position on the tomb, and finishes off Cyprien with an attack of 6.
Sonya recieves her two heartbreak wounds--too bad for her.
Round 3:
Spoiler Alert!
I send my two Hounds remaining after the fight with Cyprien out to get some of his Foot, and have a pretty successful turn.
Some more 10th Foot move up, and make quick work of my two Hounds.
I station a second squad of Stingers that I had been moving up on a hill to flank the Agents. This is my favorite shot of all of the ones I had taken.
However, these Marro can't manage to break through the Agent's Stealth Dodge.
The Agents make their first move on the Stingers, and deal some good damage.
My first real bad luck of the game hits, and I lose a Marro due to Stinger Drain's negative effects.
The Agents strikehard again, and do heavy damage.... again.
Round 4:
Spoiler Alert!
Dennis gets initiative, and the slaughter of my Stingers continues.
My second squad of Hounds storm into the fray, and I attempt to use the Plaugue to get around Stealth Dodge. It works for one of the Agents.
He attacks with his agents on my Hounds, and all of his attcks bounce of their thick....skin?
They then proceed to Plague everything in the general vicinity.
After serving their purpose well, they manage to swarm the last Agent--a rather sturdy fellow, considering all he has been through. He survives another assault.
This guy rocks it again, taking out another Hound before finally succumbing to their Plague. Pretty tough dude.
Round 5:
Spoiler Alert!
I send out my remaining Hounds to deal with Arkmer and his Foot buddy, who moved up early in the round. The 10th Foot falls, fitting in with the rest of his buddies this game.
Sonya moves in and takes out this Hound, healing herself in the process.
Not much else of any importance happens this round.
Round 6:
Spoiler Alert!
The last of my Hounds rushes Sonya, and takes her out with a successful Plague and attack.
Isamu rushes in and dominates my last Hound, but they served their purpose--and then some.
Again, aside from movement of our guys, not much happens besides this during this round.
Round 7
Spoiler Alert!
My last two Stingers (which moved up during Round 6) show up and deal some damage to Arkmer.
Arkmer gets to ground of equal height, and snags a kill on one of the Stingers.
More movement of guys takes place.
Round 8:
Spoiler Alert!
My last Stinger avenges his fallen parner, and finishes off Arkmer.
The last of the 10th Foot gets a shot off, finishing off the last of the Stingers.
The rest of the round involves movement of figures, until Ne-Gok-Sa seeks out the last 10th Foot and slaughters him.
Round 9:
Spoiler Alert!
The twin Isamus meet for the first time. Also a cool shot, IMO.
A lot of Vanishing happens for the rest of the round...
...And not even Ne-Gok-Sa can get a good shot on Dennis' Isamu.
That is, until Ne-Gok-Sa gets a chance to attack after Isamu fails to avoid the warlord.
KingKreigh's Army
Sonlen--160
Protectors of Ullar x2--380
Izumi Samurai--440
===============
440 Points
Max 450-point armies, with a B+ ranking limit.
Starting:
Spoiler Alert!
My Start Zone:
His Start Zone:
Round 1:
Spoiler Alert!
The match begins with me moving my Hounds onto the pass heights, and KingKreigh responds by doing the same with a squad of his Protectors. I move my hounds in further, but don't get th chance to do any damage. KingKreigh did.
My other two Hounds took the initiative and did what they were supposed to do.
After that, KingKreigh moved up his Samurai some.
Round 2:
Spoiler Alert!
KingKreigh nabs initiative and does some good damage wit his Protectors. (I actually liked that he used them, aside from the AE, they're the figures I was most worried about doinating this map.)
With turns 1 and 2 on my Hounds, I was out of luck. KingKreigh had a bit of a field day with his Protectors.
I move Krug and my orcs in, grabbing a reinforcement orc from my other squad. One of them gets a great roll--1 skull, 0 defense. Gotta love hem Gruts.
Round 3:
Spoiler Alert!
Ibring over my freindly nearby Swog Ride in the beginning of Round 3, and my boosted orcs snag another Protector. Krug still looks like an oblivious idiot.
The last protector attempts an attack, and fails, as my orcs rush for high ground and finish him off.
KingKreigh realizes he's in some trouble, and pulls his samurai back with Sonlen, hiding from my orcs behind the ruins.
Round 4:
Spoiler Alert!
Nothing of mch interest happens this round. I move Krug up to the ruins wall, and station the remaining two orcs on the right peak. He cowers in fear.
Round 5:
Spoiler Alert!
I move Krug in for attack, but don't get any successful shots with his currrent attack of 2. My Arrow Gruts on the right peak can se the heads of a few samurai, but can't do much with 2A versus 5D. KingKreigh moves a samurai up and silences one of my orcs, which is a slight annoyance.
Krug resists the attack from the other two samurai, but still can't land a hit on Sonlen. My unboosted Gruts miss out on killing the samurai again, and although he misses out on another orc, the other two get successful hits on Krug, much to my relief.
Round 6:
Spoiler Alert!
KingKreigh starts off Round 6 with his Izumi again, and they take out an Arrow Grut while landing a hit on Krug.
(The Izumi seem a little disinterested in the hulking beast behind them...)
Krug finally proves his worth, landing 4 wounds on Sonlen in one turn.
My orcs then proceed to take out th samurai who has been plaguing their ranks.
Sonlen manags to land two wounds on Krug, but couldn't successfully heal.
This doesn't sit well with Krug, who obliterates Sonlen in return.
An orc then gets a good shot off on one of the two remaning samurai.
(Love this shot.)
KingKreighs next marker was on Sonlen, and so Krug proceeds to smash the last samurai. (Didn't know Tom Cruise was in 'Scape. A little of everything, I guess.)
Dennis' Army
Syvarris
Aubrien Archers x1
Warriors of Ashra x2
Shaolin Monks x1
Ninjas of the Northern Wind
Isamu
================
470 points, 17 spaces
470-points max for this game.
Starting:
Spoiler Alert!
My Start Zone:
His Start Zone:
Round 1:
Spoiler Alert!
Round 1 kicks off with Dennis moving his Aubriens up, and thanks to Frenzy, they garb height pretty quickly. I move up some Dividers towards the central pass, but they don't make much progress with a move of 5. Dennis move up his Monks (a wise pick on a map like this), and eventually one squad of Ashras--I trudge away with my squad of Dividers, until one grabs one of the Glyphs--Common Attack +1.
Round 2:
Spoiler Alert!
Round 2 kicks off with a Marro beatdown.
I move some more Drones in, but the beatdown continues with the Monks.
I move some Stingers up, and they manage to take out a few of the supporting Aubriens after the Glyphs are grabbed by the Monks.
Round 3:
Spoiler Alert!
The free Monk decides to rain on my Marro parade...
My remaining Stinger (from that squad) avenges his fallen brethren.
Syvarris tries to move up, but the littlest Marro pops off another powered-up Monk.
The warriors move up, and this Marro finishes his revenge on the monks.
At the same time, my reinforcement Stuinger gets an excellent shot off on Syvarris--4 skulls, 0 shields, 1 hit death.
Round 4:
Spoiler Alert!
My stingers grab the attack and defense glyphs, and take out the last Aubrien, effectively cutting out his ranged troops.
His Warriors close in to my main force, still stationed in the starting zone, but only manage to get one of my Dividers to clone. Oh, how I love the Marro...
...Then sometimes I hate them. Stinger Drain fails.
A Divider falls.
My stingers fight back--and hard.
Round 5:
Spoiler Alert!
His Ninjas move up at the begining of Round 5, and my Stingers stationed on the opposing height can't manage to get a shot at them until turn two.
Another Stinger gets a hit.
And another.
Round 6:
Spoiler Alert!
His second squad of Warriors moves in, and nails a Stinger.
A Stinger ges revenge... Apparently something these guys really get off on.
And then the Warrior gets her revenge.
Round 7
Spoiler Alert!
The Wariors prove their worth, making up for lost time.
However, my Stingers prove more worth.
Nothing else really happens this round--I station my troops better around the centrl pass and the Glyphs, and Isamu oves up the side.
Round 8
Spoiler Alert!
Isamu creeps up some more, and my Marro continue to reposition themselves until they are sufficiently fortified. Boring round, but short.
Round 9
Spoiler Alert!
Another boring round, consisting of Isamu creeping up and Su-Bak-Na and his Nagrub horde move in for the kill. Unfortunately, the only action ends up with Isamu vanishing. Of course.
Round 10
Spoiler Alert!
Isamu makes a break for it after another vanish, but then rushes in to tag Su-Bak-Na. Just like a ninja.
Yet of course, the ninja backs out after a fight again.
I send my Nagrubs after him. That doesn't work either. It was amusing, though.
Round 11
Spoiler Alert!
I go after him with my Nagrubs again, but he manages to cut one down.
Su-Bak-Na flies over the tower ruins (which didn't see any play during this playtest, wich surprised me a lot), and essentially stomps on Isamu. Poor little puddle of ninja...
Boy, do I dislike when Dennis pulls out Isamu as his last guy.
Derrick's Army:
Khosmet the Darklord
Anubian Wolves x2
Badru Wolves x1
10th Regiment of Foot x2
Marcu Esenwein
===============
475 points, 18 hexes
480-point max for this game.
Starting:
Spoiler Alert!
My Start Zone:
His Start Zone:
Round 1:
Spoiler Alert!
Round 1 proceeds as expected--no real action happens. Derrick moves the Wolves of Badru, Marcu, and some 10th Foot forward, while I move up one squad of Mohicans and get my Dwarves into good range for next round.
Round 2:
Spoiler Alert!
I kick Round 2 off with a bang, hammering down some Wolves with my Dwarves.
More positioning of figures takes place, and Marcu fails to destroy an Axegrinder sitting on the Move +2 Glyph. The Spiders move in (an accident in order marker placement), and one squad of Anubians makes its move on my Mohicans.
Round 3:
Spoiler Alert!
At the start of the round, Marcu whiffs on another Axegrinder, and my other dwarves use the lull in activity on the side of the map to make some hard hits on Khosumet and a 10th.
In response, the 10th attack th dwarves, and succeed where Marcu has failed.
The Mohicans on the other side of the map, however, only manage to take out one Anubian.
They, in turn, get slaughtered.
Round 4:
Spoiler Alert!
Round 4 begins in Derrick's favor, as I retreat with my dwarves, while his Anubians destroy another Mohican. It's a bad day to be an Indian.
Or maybe not.
The 10th shoot down another dwarf, and his buddy avenges his death.
Round 5:
Spoiler Alert!
Migol deals some heavy damage to the stationary Marcu, and an Axegrinder follows suit, killing the cursed beast.
The second squad of Anubians rushes in, but an Axegrinder manags to take one out. I'm not sure what I was doing with my other ones.
The 10th take out my Mohican on the Wound Glyph, and I respond by finishing off one of the Anubian squads.
I move the rest of my dwarves into the thicket, hoping to change their luck with the +1 ranged from the jungle--things don't look so good lookng down the barrels of that many 10th still in the game.
Round 6:
Spoiler Alert!
However, neither jungle brush nor height helps me in the beginning of Round 6.
Migol moves in, not necessarily the best move on my part.
The last wolf takes out another Mohican--I don't know, maybe some kind of vengeance?
The dwarves take out another 10th Foot.
(Sure am glad the jungle bursh is in focus... Not like the action matters...)
However, the 10th strike back, and they strike back hard.
Round 7:
Spoiler Alert!
With move boosted by the Move Glyoh still held by a dwarf, the spiders move in for the kill. (I really like this shot.)
Apparently a 10th foot has some arachnophobia. Or a mean streak.
The other spiders back off and take out the Anubian holding the Wound Glyph...
...But the spider-hater isn't done yet, and neither are his midget-hating buddies.
The last spider grabs the Wound Glyph, and takes out the arachnophobe.
Round 8:
Spoiler Alert!
A few turns of movement occur. Brave Arrow moves in, but the senseless killing by the spiders has angered the 10th for some reason.
Now it's Brave Arrow's turn to use the Wound Glyph.
Round 9:
Spoiler Alert!
The final 10th foot moves in to fight Brave Arrow, nailing him with three wounds, while the injun whiffs.
However, the last of the Mohicans knows how to make a spectacular ending, finishing off the last of Derrick's troops with only one life to spare.
Winner: ProtoFury! (Barely!)
Battle Report #5: Dilapp Thicket
Spoiler Alert!
DomoSamurai's Army:
Sonlen
Aubrien Archers x2 (one squad of Roman Archers serving as one set of Aubriens)
Kozuke Samurai
Dumutef Guard x2 (although I think he forgot to use one)
Isamu
===============
460 points, 14 hexes
460 point limit, mandatory one huge or two large figures per army.
Starting:
Spoiler Alert!
DomoSamurai's Start Zone:
KingKreigh's Start Zone:
Round 1:
Spoiler Alert!
Round one began with both Domo and Kreigh moving their Dumutefs towar the glyphs in the water, both managingt grab them in the second turn. However, Domo's pseudo-Aubriens manage to take out Kreigh's Dumutef before he gets to tke advantage of his Glyph of Wannock.
To which, Kreigh responds by shooting down Dennis's Dumutef on the Glyph of Valda.
Round 2:
Spoiler Alert!
Domo goes on a Protector-killing spree all through Round 2, while Kreigh doesn't get much done at first.
Kreigh makes up for the loss of some Protectors in his last turn, though.
Round 3:
Spoiler Alert!
Not much happens in the third round, but Domo sends in his Kozuke Samurai to deal anothe heavy blow on the Protectors.
Dennis' wound glyph ends up backfiring, so does experience a bit of bad luck.
Round 4:
Spoiler Alert!
Not much happens of note in this round. All that was picture-worthy was the decimation of the remaining pseudo-Aubriens.
Round 5:
Spoiler Alert!
The Dumutefs hae a little sparring match throught the begnning of Round 5, in which Kreigh's finally wins.
But Domo gets revenge with his Kozukes.
At the end of the round, Kreigh's Dumutef puts a wound on Sonlen with the newly taken Glyph.
Round 6:
Spoiler Alert!
Kreigh's Protectors make good use of the Kozuke's poor defense early on in Round 6.
Sonlen, however, manages to take out the Guard sitting on the wound glyph.
Sonlen then manages to get a wound off on Raelin before the end of the round.
Round 7:
Spoiler Alert!
Sonlen sticks it to a Protector, and then gets another wound on Raelin.
Raelin retaliates by hitting Sonlen with two wounds.
Sonlen then finishes off Raelin during the next two turns, effectively shutting down KingKreigh.
After some initial movement by the pseudo-Aubreys and the Drudge, the Aubriens take out the most adventurous Drudge thanks to Frenzy.
The bravest Drudge I've ever seen (or played) takes revnge for his fallen comrades.
And at the end of th round, he gets another vengeful kill.
Round 2:
Spoiler Alert!
At the start of round two, the last of the pseudo-Aubriens destroys the brave Drudge, and then getsanoher one of his buddies with Frenzy.
Unfortunately for him, by poking his little head out, he made himself quite the target for the vengeful Drudge below.
Round 3:
Spoiler Alert!
Tor-Kul-Na takes round three as his chance to go crazy on some enemies, while the Aubriens and Sonlen get a few wounds off on him.
Round 4:
Spoiler Alert!
TKN tries to trample at the start of round 4 and fails, proceeding to fail again by whiffing on the attc. Luckily, his mobile lunchboxes nip Kyntela to death.
Then TKN proves his worthby crushing Sonlen, and eating his McNagrub Happy Meal.
The Kozuke Samurai try and be sneaky along the side of the board, but the powered-up Drudge make quick work of two of the glass-jawed samurai.
Round 5:
Spoiler Alert!
The real Aubriens get two shots off on TN, and nail a lunchbox. The Last Samurai takes out one of the Ultra-Drudge. That sums up Domo's round.
This series of pictures summarizes my round. I found it amusing and menacing at the same time.
Round 6:
Spoiler Alert!
The last of the Drudge takes out the final samurai, in a pretty anticlimactic end to the war by the glyphs.
Still avoiding any deaths at the hands of the remaining Aubriens, the Dividers finally catch up to them. The end result wasn't pretty (I would imagine).
Which effecively ende the battle. I was a little dismayed, however, when I considered the lack of use of the majority of my melee forces.
Winner: ProtoFury
Other Battle Reports
These are reports from others of their battls on my custom maps.
Anyway, I've found that I do a very similar thing with map playtesting, that I turn them into battle reports. For some more comments, state the map, the armies, and anything else like glyphs, etc. before hand, and have us "Predict the Victor."
And also, I realize I'm semi-hijacking your thread now, but I would suggest for playtesting purposes, to refrain from using pit trap on maps, because 1. It is not very popular in tournaments and 2. You should be rewarded for going low to claim a glyph. It's pretty bad being on the second lowest level of the board, but to be unable to move, is horrible.
I've found that a good glyph pool is Defense +1, Move +2, and Initiative +8.
Keep up the good maps and battle reports ProtoFury!
Maybe Dennis had his 460 point army all planned out, but he forgot that Sonya wasn't included in Cyprien's cost?
Very poor play with Cyprien by Dennis. He didn't even take height advantage on the hounds when he had the chance (Don't forget to move!).
The stinger drain roll was bad luck, but also unnecessary. Just go with 3A, especially when you're just hoping for a whiff from the agents anyway. One skull is as good as four in that spot.
Anyway, I've found that I do a very similar thing with map playtesting, that I turn them into battle reports. For some more comments, state the map, the armies, and anything else like glyphs, etc. before hand, and have us "Predict the Victor."
I'll see to that next time!
Quote:
Originally Posted by rednax
And also, I realize I'm semi-hijacking your thread now, but I would suggest for playtesting purposes, to refrain from using pit trap on maps, because 1. It is not very popular in tournaments and 2. You should be rewarded for going low to claim a glyph. It's pretty bad being on the second lowest level of the board, but to be unable to move, is horrible.
I've found that a good glyph pool is Defense +1, Move +2, and Initiative +8.
Pit Trap was most definitely not a welcome glyph on this map. We randomly drew two Glyphs, somehow Pit Trap got into our pile. I didn't know it was there till my Hound stepped on it in round 1--luckily I had another Hound right there to help him out next turn. The other Glyph ended up being Initiative +8, but it didn't see much use.
Quote:
Originally Posted by dok
Nice report!
Maybe Dennis had his 460 point army all planned out, but he forgot that Sonya wasn't included in Cyprien's cost?
My thoughts exactly.
Quote:
Originally Posted by dok
Very poor play with Cyprien by Dennis. He didn't even take height advantage on the hounds when he had the chance (Don't forget to move!).
In Dennis' defense, he is still rather new to the game (like within a month or so). He's learned quickly (and gotten really into it as well), but I didn't think that was a wise choice on his part either. But knowing of Cyprien's potential deadliness (especially with Ne-Gok-Sa to worry about keeping alive), I wasn't about to inform him of this... Towards the end of the game though, he kept saying "I should've waited with Cyprien!" so at least he learned his lesson.
And about him not grabbing Height, it wasn't the best choice, but he was expecting to take out the Pit-Trapped Hound, and when it got off the Glyph I swarmed him. He didn't really have time at that point.
Quote:
Originally Posted by dok
The stinger drain roll was bad luck, but also unnecessary. Just go with 3A, especially when you're just hoping for a whiff from the agents anyway. One skull is as good as four in that spot.
I didn't even think about not using Stinger Drain--when I couldn't pull off a kill the turn before, two of my roll had been 0 skulls, so I was worried about having more skulls that time. But, I see your point.
Thanks for the comments guys, I should have some more to post this weekend!
about him not grabbing Height, it wasn't the best choice, but he was expecting to take out the Pit-Trapped Hound, and when it got off the Glyph I swarmed him. He didn't really have time at that point.
Cyprien has stealth flying. Just before the line "Cyprien strikes back with Chilling Touch, but his attack on the remaining Hounds fails", Cyprien could have leapfrogged the hounds, and moved to the high point on the other side of the two elevated hounds.