Played a game with my brother. He went Dwarves with a Flame Cannon, couple Thunderers for his ranged, obviously needing medium,range to be effective, and having his thunderers for support on the cannon. Then a couple rune priests, which, admittedly are needed if you don't get the piece of dwarf terrain that gives your heroes Rune Priest, an engineer, and a couple Hammerers with the Queen and Whitebeard? The second small dwarf hero.
I went Vampire Counts with the Von Carsteins, two Black Knights, two Dire Wolves, one Banshee, three Grave Guard. Terrain wise, set up was the Watchtower, Large Forest/Swamp, then both new pieces of terrain. Since brother had initiative, he went first and selected the mine side, to deploy a small or medium disk, which he set one of his thunderers in. I placed the watch tower a little bit of a distance away, but in front of it. He elected for the swamp, and set it up in the middle to try to force a bog down or bottle neck. Then I placed the Garden of Morr a little bit beyond the swamp close to his side.
Game scenario was Rain of Arrows, which meant he was rolling 3 dice doing 4 damage with each, and then the flame cannon rolling two.
Personal objectives, he had one point per unit killed, I had to get into his deployment zone. I can't remember what he had, but I had disperse as one of my deployment cards, so I was able to set up with the Black Knights having a slight movement advantage and the dire wolves on the flanks followed by the Von Carsteins and the three grave guard in reserve.
Command cards he had the Rune of Cleaving, Shield Wall, Stand Firm, and Rally
I had Proven Champion, Raise Dead, Dark Majesty, and Beguile.
The first two turns were the two of us getting into position. With my Black Knights rushing ahead I kept the Watch Tower in between his thunderers and flame cannon to block line of sight, which was a moot point since I had deployed the watch tower just outside medium range for his mine. So while I positioned my knights and one of the dire wolves either just inside the Watch tower but out of range or to the side to block line of sight, he set up a small gun line, with his two heroes in front, supported by rune priests, and the hammerers.
We had kept our personal objectives a secret, and I used Manfred as a diversion on the second turn, and moved my second dire wolf and banshee up. When the dwarf lines started to shift, and I could see a rush to my exposed hero coming, Manfred stopped it short with his Dark Majesty, preventing him from being pinned. Then the two Knights and one dire wolf rushed into his position before he could get his shield wall set up.
I actually feel a little bad for him, since the attack came from just enough distance away that they trampled one rune smith and the male hero, Whitebeard? The second ran over Queen Helga, and my direwolves attacked his flame cannon. He used Stand Firm to give them Stalwart, but they whiffed their attack, one of the Thunderers was able to kill one of the Knights, but the second whiffed their attack as well.
In the melee phase, I wound up doing enough damage to wound Queen Helga but lost one Knight and my dire wolves.
The third round was actually the turning point. Manfred never actually reached the Gardens of Morr. Instead, he reanimated the slain Knights and sent them charging into Queen Helga, while the second moved to run over Whitebeard and one of his Hammerers. While he wound up giving the Rune of Cleaving, and Empowering Whitebeard, in addition to benefiting from his swift Counterattack, it didn't make a difference in the slightest as Isabella Von Carstein Beguiled him, both knights taking down Queen Helga and isabella taking down the hammerers she pinned.
The fourth turn, Mannfred repeated his tactic, reanimating the slain Knights, but this time sending them to run into Whitebeard, while my second Knight rampaged a bit further into his lines and trampling his second hammerer and hitting his engineer. It was then that my infantry actually started to show up, with my banshee rushing in and letting loose a soul wrenching shriek, rolling a 6 -2, doing 4 damage to his second hero, and killing the Engineer and hammerer. Isabella von Carstein regenerated from a wound she had suffered, and then attacked the Flame Cannon. She went down for good due to the combined shooting of both Thunderers, the flame Cannon whiffing its attack -again-
The fifth turn was the actual deciding turn, because he had killed three of my disks, and none of mine had gotten to any of his deployment zones, and I wasn't going to get him off the board. Ignoring all combat, my one 'living', that is, not reanimated, knight rushed into one of his deployment zones, while the tomb banshee and second dire wolf charged what remained of his army. The combat didn't really matter, one of his thunderers scattered back onto himself trying to shoot the banshees and killed himself without harming the banshees at all, and the second thunderer was unable to kill anything, since he would have had to roll two hits, and the way he was rolling tonight that was unlikely to happen, except where Isabella was concerned.
I can't remember what killed his flame cannon, while my direwolves took out his second runesmith. I honestly feel bad for him because the Flame Cannon didn't hit anything, not the enemy, not his own units, let alone kill anything. And the battle was stretched out enough that his Thunderers wound up unable to support one another effectively.
The final score was Brother 3-4, Me 5.
My advice if you are playing Order and know you are going to come up against Vampire Counts, and maybe against Chaos? Bring Grim Resolve. Being immune to fear cannot be overlooked, and while there is a scenario that gives everyone immunity to fear, you have to be second player to have the decision making, and it has to be one of the two that is drawn to choose from, so it is not a reliable alternative. And even if you get both, Grim Resolve also gives 2 counter attack strength, 3 activations, and a Steady speed.
Edited by Westonard, 27 June 2014 - 07:26 PM.