Sunday, 27 January 2019

Exterminate

This week Mick & I continued his first steps into Kings of War by playing the exterminate scenario. This sees both sides place a bounty marker on their two most expensive units which can be claimed by the opposite side by killing them in melee, this gives 2 victory points per bounty claimed. A control marker worth 1 VP is placed in the centre of the table.


We played the same 1500 point armies as last week and whilst I opted for a more spread out setup the Basileans formed more of a clump. The opening moves saw both sides make a cautious advance with neither player over committing.


In the middle the Basileans offered up some charges on their cheap infantry and mounted unit and the Herd chaff was pushed forwards on the flanks.


As the sun started to slip away the Herd chaff was stripped away from the flanks which allowed a double charge onto one of it's bounty units (Spirit Walkers) whilst a double Guardian Brute charge took out an men-at-arms Regiment. On the Herd left the Guardian Champion settled into a fight with a troop of Panther Lancers.


On the Herd's next turn they managed a long range Lycan charge to help out the Spirit Walkers and also double charged one of the Basileans bounty holders (Spearman Horde). The Spearmen held whilst the second men-at-arms Regiment was removed. Careful placement of the Spearmen Horde meant that one of the charges was hindered so the results were not devastating.


On the Herd left the Basileans Lancers were still going toe-to-toe with the Guardian Champion and the cavalry was flanking the Herd line.


The Basileans then removed the Spirit Walkers hence gaining 2 VP's for the bounty and the Guardian Champion freeing up their right flank force.


Fortunately for the Herd they managed to rout both the Spearmen and the unit of knights facing their other bounty unit (Lycans Horde) which tied up the scores and allowed them to turn and face the threat.


The Herd then pushed for the central objective knowing that holding it would win the scenario as the Basileans lined up for a final charge.


So on the last turn the Herd managed to get a unit onto the objective and throw a couple of Shamans in the way of the knights. The Shamans did a stirling job (or Mick's dice deserted him once more) and the knights bounced off the first one and did not get the chance to over-run onto the objective holding unit.


So in a very tight game it all came down to the last charge with the Herd sneaking away with a win, we will be expanding upto 2000 points next week.

I also managed to get some painting completed this week with a couple of carts being added to the terrain / objective pile.


The are a Gripping Beast kit which comes with the horses but no men to push to hand-cart.
They should add a little interest to the battlefield though especially when used with the piles of boxes I have already completed.


1 comment:

  1. The historical scenario is slightly different (we played in last week's Crusades game) - 3 units as bounties; 3 VPs per bounty killed and 1 VP for each of your own that lives plus the 1 VP central marker. So you could win with a more defensive approach and the central marker may matter more

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