The Melas Oneiros force consisted of:
1 * Shade with Heavy Weapon - Company Commander
1 * Mind-screech - Arcanist
2 * Shadowhounds
3 * Spectre - including the Quartermaster
3 * Reaper
2 * Shadow
1 * Horror with Spear
This is basically the same force as last time but with a Spear swapped in for some Bandages.
The Argent Defenders fielded a balanced force of :
1 * Veteran Sergeant
1 * Ogre Palace Guard
1 * War Wizard - Salamander Advisor
2 * Sergeants
2 * Paladin Defender
2 * Men at Arms with Spear
2 * Gur Panther
2 * Sisterhood Scout
The Sisterhood Scouts where a late addition and adding up the points now I can see that the Basileans got the numbers wrong and ended up with 259 points rather than 250 (an extra man in effect).
The opening move saw both sides advance cautiously towards the center objective and push their fast troops down the flank towards the objective not already guarded by the Sisterhood Scouts ( they can pre-deploy on the table and guarded one possible location for the plans).
During the next turn my fast troops on the right flank advanced to engage the Scouts in the hope of clearing them away but with a series of disappointing dice rolls they managed to hold on, in fact the lightly armored Scouts went toe-to-toe with my leader and Phantom for the rest of the game without being killed.
In the critical corner my Leader was still bogged down and a Sergeant moved forwards to block off the Hell-hound which was advancing to help whilst some of his comrades rushed into the central group of Melas Oneiros to tie them up.
At this point a Paladin Defender took hold of the plans and I knew it would be difficult to take them back with a direct assault as the Basileans can be very hard to kill if they have the dice for their special defensive ability.
This meant that I needed to get the Argent Defenders to their break point by causing over 50% casualties before round 5 started (6 if I got lucky and we rolled for the extra turn) not an easy task but better than throwing my troops in piecemeal against the enemy.
In the end the Argent Defenders had 7 soldiers standing at the end and held the plans so they secured a Pyrrhic victory which means they gain an advantage in the next big battle.
Once again the Melas Oneiros had suffered no casualties in the battle with the combination of good nerve & armor and also never being outnumbered whilst on the ground being the difference. Having no casualties again also meant that several members got promoted with nine of the company now being rank 1.
As I was visiting Cirencester wargames bunker we also got an extra game in pitting my Herd Vanguard force against the Abyssals. I won't repeat the write-up already done other than to say that the Abyssals look like they could be a real handful for a melee focused opponent so I reckon I need to start breaking out the bow-beasts for the next time.
I also need to not charge my best troops straight into the biggest nasty on the opposition at the start of the game and then lose them all, that makes life pretty hard.
In the end I managed to help the Bard live through the battle and eek out a draw which looked extremely unlikely at the start of turn 2.
I've also been getting some work done on painting as well as all this gaming with my Blood & Plunder Bark hitting the dry dock and being given a lick of paint.
The painting was actually very easy with the colors being blocked in and Army Painter Quickshade doing much of the work (as is my normal method). I added a couple of extra touches from Games of War to help the model look extra nice. The wheel wasn't actually used at this time on boats but just looks right so went on and the anchor looks good as well I think.
The next stage will be to sort out the masts, rigging and sails and then she should be almost ready to take the table, well once I have some models to go along with her of course.