Game 1 - Andy Thompson - Empire -Battle for the Pass
Andy was using a nice balanced Empire list, which had the following:
General of the Empire (in Swordsmen)
Level 3 Life Wizard (in Swordsmen) (rolls Dwellers Below, Flesh to Stone and Earthblood).
BSB (in Halbardiers)
Warrior Priest (in Halbardiers)
Helblaster Volley Gun
Andy set up (from my left to right), like so
Great Cannon (on Hill), halbardiers, swordsmen, helblaster with Master Engineer, Steam Tank, Demigryphs.
I set up, with xbow, hammerers, xbow, and (from left to right), Cannon, S5 GT, S4 Flaming GT, Organ Gun.
AT1: Andy got to go first, and moved everything up apart from the cannon. Demigryphs move to within a 15" of xbow. Magic, and he rolls a double 6. 2 dice earthblood on the Swordsmen (I let this go due to have a flaming grudgethrower), then 4 dice Flesh to stone, leaving 6 dice for Dwellers below. He Irresistabley casts Flesh to Stone, and rolls Dimensional Cascade, killing only 4 swordsmen due to position in the unit, and dropping the Wizard into the abyss.
Shooting, and his cannon fails to wound my cannon.
AS1: My turn 1, and I go straight into my shooting phase. Organ gun vs squishy demigryphs...
Fun times, thinks I. Until I roll a misfire, (roll a 5 on the misfire table). Xbows shoot the same, and kill a demigryph. Thats a bit better. Cannon caused 1 wound on his cannon, and the grudgethrowers kill the helblaster and put 2 wounds on the steam tank. Panic from the Helblaster causes his General's unit to flee, running 8 inches away.
AT2; The 3 remaining demigryph's charge the crossbows, taking 2 wounds from stand and shoot. everything else moves up, steam tank misfires, stranding it on 1 steam point, allowing it to still fire. Master engineer starts legging to out of range of everything, as he has no use left in the game. Cannon misses, but the Steam tank's cannon causes 2 wounds on my cannon. Combat, and the crossbows take 5 wounds, putting none back (bloody 1+ armour saves). I break, even through a Steadfast 9 with a reroll, and break and run off the board. The demigryphs pursue, but get stopped by the board edge due to the Scenario special rules. They are now stuck between the board edge and 1" of my organ gun. The unit getting destroyed caused the hammerers to panic (through a 9 reroll), who pivot away from the demigryphs and move 6" towards the opposite board edge. Everything that they run through (2 x GT and the other xbow) pass their panics - thank Grungi!
AS:2 Hammerers rally, and turn to face the demigryphs. Crossbows reform to take charge from Halbardiers. Shooting, and the organ misfires again, rolling a 3 on the table this time, meaning it can't fire next turn. Cannon kills his cannon, S5 stonethrower kill 20 out of 21 hit Halbardiers, S4 flaming puts another 3 wounds on the steam tank.
AT3: Demigryphs reform to face the hammerers/organ, swordsmen rally, and the halbardiers fail charge the xbows, who stand and shoot to kill another 5 of them (5 kills from 12 shots!). Steam tank misfires once again, this time taking 3 more wounds on itself, but leaving it enough points to fire the cannon again. Shooting, and the steam cannon kills 3 hammers after rolling really short on the artillery dice.
AS3: Hammerers declare charge (6" away) on the Demigryphs. And fail the charge. I rolled a double 1. Xbows shoot the halbardiers, and kill another 4, leaving only 6 in the units, plus the two characters. Cannon fails to wounds the Steam Tank, as do the S4 flaming GT. S5 GT lands on the swordsmen, killing everything that was under the template for 21 (leaving 21 in the unit, character included).
AT4: Demigryphs charge the organ gun. Steam tank tries to charge the hammerers in the flank, but misfires, taking another wound and removing all his steam points. Halbardier unit charges the xbow, who dont get to stand and shoot this time. Swordsmen move up to charge range on the hammerers. Demigryphs fail to kill the organ gun, leaving it on 1 wound. Halberdiers and characters kill 5 xbows, but are all but removed in return, leaving only the standard bearer left, who dies due to the last stand rule.
AS4: Hammerers charge the front of the demigryphs. Cannon fails to take last wounds from the Steam Tank by rolling a 1 for how many wounds it takes, and the S4 GT missed, so the S5 had to finish the job. Xbows shoot the swordsmen, but fail to roll enough to kill any. Demigryphs are removed by the hammerers, and the organ gun survived the combat after both gryphs failed to wound it once.
AT5: Swordsmen swift reform to get the hell out of there, as they (and the cowardly Master Engineer) were the only things left on the board.
AS5: Just to rub salt in the wound, the S5 Gt lands on the Swordsmen, taking them down to 3 men and the General. The cannon bounced off the General's Ward save, and the S4 GT misfired, but due to Engineers reroll, it survived.
AT6: Moved remaining models out of Line of sight.
AS6: S5 GT misses its indirect on the generals head, landing on the remaining swordsmen, killing them to a man. General Panics, but not enough to get to the board edge.
The game ended up with me winning by 1500+vps, only losing one of the xbows for 300VPS.
Great Game vs Andy Thompson, such bad luck with dice rolls all over the board, but with the Dawi coming out on top.