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Flank Attack at Chinon PDF Print E-mail
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Written by Chretien   
Tuesday, 01 May 2007

Once again the expansionist forces of Chaos became embroiled in a life and death battle in the Bretonnian homeland. This confrontation was a direct result of the Khorne army of Chaos having obliterated the ambushing Bretonnians led by the Duke of Quenelles himself. Having narrowly escaped death himself, he returned to his castle to plan his next move - with yet enough distance between the Chaos horde and his domain, the Duke was planning an action that would have the best possible chance of succeeding to route the enemy once and for all. If he did not soon eliminate this threat, the Duke could well expect to receive word from the King himself...and the King would not be impressed.

It was rash and bold, but it might be exactly what was needed. Succeed or not, at least it would buy the Duke time to gather his army in preparation for a final frontal assault on the invaders. But for now, the plan was to hit the forces of Khorne from all directions using the high mobility of the knight's mounts and their knowledge of the terrain to their advantage. With scouting parties reporting that the Chaos general was proceeding South-West through the Massif Orcal mountains to the pass north of the village of Chinon at the edge of the Barrows of Cuileux. The Baron of Gien was given command to carry the Duke's plan, and he promptly set out for Chinon to meet the mighty enemy host...

Flank Attack at Chinon
Storm of Chaos Campaign, Battle #4

The Scenario: "Flank Attack", as per p. 231 in the Warhammer Rulebook, 6th Edition. Thus the Table set-up, Deployment, Length of Game, Rules and Victory Conditions, etc. were pre-determined.

Army Size: 2,ooo pts. each

 

The Armies

Chaos Horde of Khorne

Lord on a Juggernaut (all tricked out)
HellCannon
WarHounds (I) x5 (Khorne-dogs, anyone?!)
WarHounds (II) x5
FleshHounds x5
Chosen Chaos Knights x 10 - Mark of Khorne, Full Command, Flesh Banner
Chaos Knights (I) x5 - Mark of Khorne, Full Command
Chaos Knights (II) x5 - Mark of Khorne, Full Command
(+ a special Dispell Scroll called the "Spell Breaker" and some Dispell Dice)
= 37 models +3 Chaos Dwarves with HellCannon = 40 models

Bretonnian Knights of Quenelles
(using the mandatory "Errantry" list for this Campaign)

Paladin General - Warhorse, Gomril Great Helm, Sword of Might (riding with Questing Knights)
Paladin Battle Standard Bearer - Pegasus, Cuirass of Fortune, Biting Blade (riding with Pegasus Knights)
The Green Knight
Damsel of the Lady - Warhorse, Level 2 Mage, 2 Dispell Scrolls (riding with Knights of the Realm), Lore of Life (spells #1 and #3)
Knights Errant (I) x5 + Grail Knight Champion - Errantry Banner, Full Command
Knights Errant (II) x5 + Grail Knight Champion - Errantry Banner, Full Command
Knights Errant (III) x5 + Grail Knight Champion - Erranty Banner, Full Command
Knights of the Realm x10 - Full Command
Pegasus Knights x5 - Full Command
Questing Knights x8 - Full Command
Casting Pool = 4
Dispel Pool = 3
Models in Army = 46
Points: 1992

The Battle

The Table itself was open for the most part, with only 5 small stands of "forest" scattered about.

Deployment: Chaos
The HellCanon was placed in the centre of the line. To the right of this were both units of Chaos Knights (side-by-side), and immediately in front of each was a unit of WarHounds. To the left of the HellCannon was the unit of Chosen Knights, and directly behind them was the Chaos Lord on the Juggernaut. Further to the (Chaos) left was the FleshHounds unit.

Deployment: Bretonnians
Having the option to deploy as many units as I wanted to be rolled on later as "flanking units", I decided to keep with the spirirt of the game and use all the Errant Knights units for this purpose. Again, this might not have been the best choice, and I was not totally comfortable with it, especially since each of these units, if "destroyed", would give the Chaos general double their points values for Victory Point calculations. But, as I said, I wanted to keep within the spirit of the game, and you couldn't call it a "Flank Attack" if I opted to not place any units on the flanks! The only units then that were on the table at the start of battle was the Pegasus unit (with the Paladin Battle Standard Bearer) in the centre, and to the far left behind the Questing Knights (and the Paladin General) and to their right, the Knights of the Realm unit (with the Damsel).

Round 1

Chaos
Going first, each unit (except for the HellCannon) advanced straight ahead towards the Bretonnians. The Chaos right advanced in a staggered formation on their right, with the units on the outside right moving only their base movement, while the Chaos Lord sandwiched himself between the Chosen Knights and the FleshHounds.

Shooting: The HellCannon fired at the Pegasus Knights and scored a direct hit (and I mean direct!) on the Paladin BSB and 2 other Knights (4 Hits at Strength 10) and managed to kill (only) the Paladin BSB. Bullocks!!!

Bretonnians
Great! I hadn't even moved and already a Paladin BSB was dead. Curses!
The Green Knight was rolled onto the table and into play and immediately march-blocked the Chosen Knights in the centre. The Pegasus Knights charged into the FleshHounds, hoping to keep them away from the Green Knight (who was supposed to butcher the Chosen Knights right off) and use their 3D6 Flee distance if needed. After all, the Paladin BSB was already dead, so there was no serious risk.
The Questing Knights unit moved up behind the Pegasus Knight's combat in order to help them if needed. The Knights of the Realm advanced ahead and around the forest ahead of them to have a clear charge next turn at the side of either the Chaos Lord or the Chosen Knights or the FleshHounds.

Close Combat
The Pegasus Knight's charge killed 4 of the FleshHounds outright and sent the survivng member running 17'" straight back. Chosing to Pursue, the Pegasus Knights rolled only 11"...right beside the Chaso Lord! Yikes!

Round 2

Chaos
The Chaos Lord, ignoring the Pegasus Knights beside him, advanced stragiht ahead, intent to deal with the oncoming Questing Knights. The Chosen Knights followed the example of their Lord and, abandoning a chance to try to fight the Green Knight only 1 inch away from them, they too turned to face the Questing Knights.

Shooting: The HellCannon fired again, but this time at the Questing Knights...and a direct hit on them! Geesh! This time the HellCannon unleashed 21 Strength 10 Hits *OUCH!* and killed 4 Questing Knights. The Questing Knights passed the mandatory Test (HellCannon Special Rule) but failed their Break Test (25% loss from Magic or Missiles) and fled right off the table!!! That's right - 4 Questing Knights (with Ful Command) and the Bretonnian Paladin General - right off the table before they even moved a second time or fought in combat. That unit alone was worth 554 Victory Points and was over 25% of my Army!! Aaarrrgh! A plague on that HellCannon.

Bretonnians
Only 1 unit of Errant nights was rolled on.
The Green Knight, having lost the chance to slay the Chosen Knights, charged into the Chaos Lord, while the Pegasus Knights charged the left flank of the WarHounds on the the far Chaos right.
The Errnants moved straight into the centr of the table towards the Chaos Lord and the rear of the Chosen Knights. The Knights of the Realm moved to within striking distance of the engaged Chaos Lord's left flank.

Magic: The Damsel, hoping to help get things going in the Bretonnians' favour, successfully cast the "Mistress of the Marsh" on the Chaos Lord, but the Chaos "Spell Breaker" was used.

Close Combat: The Pegasus Knights kill 2 of the WarHounds, send them Fleeing, and caught them. The Green Knight directed all of his attacks at the Juggernaut and took 2 Wounds away (out of 3 Wounds) but the Chaos Lord reduced the Green Knight by 1 Wound...and Combat Resolution was tied!
(At this point I realized that if some major triumph did not happen for me next Round, that a disaster would...and I trembled. Both of my Paladins were already dead, all of my Questing Knights were gone, 2 of my Errant Knights were not even on the table yet and it would take them a turn or two to rreach a combat somewhere, the Green Knight was having trouble with the Chaos Lord...and I had not even touched any of his 20 Knights yet!)


Round 3

Chaos
The remaining WarHounds turn to their left and advanced towards the table centre, with both units of Chaos Knight following closely behind.

Shooting: The HellCannon once again opened up but this time it somehow missed it's shot at the Knights of the Realm unit. Thanks be to The Lady!

Close Combat: The Chaos Lord killed the Green Knight! *POOF!*

Bretonnians
The Knights of the Realm charged the left flank of the Chosen Knights (whom, unbeknownst to litle old me, possessed the FleshBanner, which almost killed a Knight of the Realm!).
The Pegasus Knights charged the rear of the nearest Chaos Knight unit.
I could not re-summon the Green Knight, but I did manage to roll on the remaining 2 units of Errant Knights. Hopefully they could stir things up a bit, but I was already sensing that this was not going to end well for me.
The Errant Knights were now all on my left flank and to the right of the Chaos line, and each of them advanced fully towards the middle of the table to try to get in on the action and try to turn the battle in our favour.

Close Combat: The Pegasus Knight's charge on the Chaos Knights was successful -it killed all of them and then over-ran into the rear of the WarHounds. The Knights of the Realm only killed 2 of the Chosen Knights (who could no longer return a reciprocal attack due to these losses in their flank). The Chaos Knights lost Combat Resolution but they passed their Break Test! Nuts!
(I knew I had to send them running from the charge because if I did not, they would really maul the Knights of the Realm...).

Round 4

Chaos
The remaining Chaos Knight unit charged into the long, exposed right flank of the Knights of the Realm who were already hotly engaged with the Chosen Knights. The Chaos Lord moved straight ahead, taking him to the rear of the Chosen Knights.

Shooting: The HellCannon unleashed another deadly salvo, this time killing a Knight Errant in the first unit rolled on and closest to the action. This unit had to Test and it fled.

Close Combat: The Chaos Knight's charge killed 5 Knights of the Realm, and their reciprocal attacks caused no damage whatsoever! The Knights of the Realm (and their Damsel) lost Combat Resolution by 8, failed, fled and were caught and destroyed.
*This was indeed the turning point of the game.*

The Pegasus Knights managed to kill 1 of the WarHounds and won Combat Resolution, which fled and was destroyed.

Bretonnians
The last Errant Knight unit to be rolled on charged the flank of the last Chaos Knight unit.
The Pegasus Knights charged the Chosen Knights who were mauling the Knights of the Realm.
The fleeing Errant Knights did not rally and fled off the table.
The Green Knight did not re-awaken.
The other / third Errant Knight unit advanced to a position between the HellCannon and the left flank of the engaged Pegasus Knights.

Close Combat: The Errantry Knights killed 2 of the Chaos Knights, suffeed no losses, and won Combat Resolution. The Chaos Knights fled and the Errantry Knights caught them.
As per initiative order, the Chosen Knights attacked the Pegasus Knights and killed 2 of them, whereas the pegasus Knights did noit even cause a Wound on the Chosen Knights! Thus, in Combat Resolution, the Pegasus Knights fled and were caught and destroyed by the Chosen Knights. Noooo!
(*Things were not that terrible at this point - the Chaos army had not only the Chosen Knights, the HellCannon and the Chaos Lord left alive, and most of a unit of Chaos Knights, each of these units were not only deadly, but they were also high in Points value and would greatly contribute to Victory Points totals if they did not die. All I could hope for was that the Green Knight woul awaken in Round 5 and deal some serious death in Round 6!).

Round 5

Chaos
The Chosen Knights charged the right flank of the Errantry Knights (III).
The Chaos Lord turned about and headed for the table's centre with no hope of engaging the distant enem units at this point.

Shooting: Seeing the Knights Errant so close, the HellCannon decided to "Spew Ichor" and killed a Knight Errant! That thing kills every time!

Close Combat: The Flesh Banner of the Chosen Knights caused 4 Wounds on the Knights Errant (II) but all of them were saved! The Chosen Knights unleashed a flury of His and caused 10 Wounds! All but 2 weere saved, so 2 more Knights of the Realm died...and then the Chosen Knight's horses attacked! Geesh! The Bretonnians casualties were to great to allow a reciprocal attack (no-one in base-to-base contact) and lost combat by 5. The Kngihts of the Realm fled and were caught and destroyed. Nooooo!

Bretonnians
The Knights Errant (I) charged the Chosen Knights who had just finished off the Knights of the Realm.
The Green Knight was not summoned...

Close Combat: The Knights Errant managed to kill 2 Chosen Knights, and the Chosen Knights in turn killed the Grail Knight Champion and 1 of the Knights Errant. Losing combat resolution, the Knights Errant fled...right into the HellCannon which, having a higher unit strength, destroyed the Knights Errant. Drat!
And that was the last of the Bretonnian army, except for the evasive Green Knight.

Round 6

Chaos
With no enemy on the table to kill, the Chaos forces re-arranged their position, but knew that, should the Green Knight emerge, he could not attack that turn and thus they had nothing to fear. Victory was assured.

Bretonnians
One final attempt was made to summon the Green Knight. If he could be made to come to the table, the enemy would not be able to claim Victory Points for him...but it was not to be - the Green Knight remained unseen.

And the Chaos General grinned.


Victory Points

Chaos
entire Bretonnian Army = 1992
General Killed = 100
Battle Standard = 100
Unit Banners = 600
Table Quarters = 200
Bonus Knight Errant points = 489
TOTAL: 3481

Bretonnians
4 Chosen Knights = 240
6 Chaos Knights = 156
WarHounds = 60
FleshHounds = 80
Banners = 100
Total: 636

Chaos Victory:2845 Victory Points = MASSACRE!!!

Commentary
Great game for Chaos - they were solid as usual, and that dreaded HellCannon was insanely accurate and deadly! Congrats Chaos!
As for the Brets, the mandatory use of the minimum 3 units of Knights Errant really hampered things - they just do not cut it for me. Heck, they're only as skilled and strong and tough as the horses they ride. I would have liked to be able to use those points in a stronger unit of Knights (Realm, Questing...). Also, I think I would have faired better if I had not used the "Flank option and just fielded them as usual instead. This would maybe have offered more targets for the HellCannon and possibly divided the thrusts of the Chaos attack. Oh well - we kept to the spirit of the game and even though the Brets got totally smashed, it was a very clean, fun game. Now, on to the next battle of the Campaign!

Last Updated ( Tuesday, 01 May 2007 )
 
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