Berkeley 2003 – My Games Recollected
I drew Alan Saunders in my
first game. I thought this was rather
unfair. I’m not a morning person and I
hadn’t woken up yet despite the drive down from
Then I allowed myself to be
convinced by the whisperings of the “you’re the attacker, you must advance”
fairy. Alan’s god arrived, killed my
hero and then killed St Helen whose flank was no longer protected by the
impassable going. Game over. I would have to remember gods were lethal
against this army.
Mike’s army had three heroes,
and me without a magician to call my own.
I advanced cautiously to see what would develop. What developed was an advance towards my
right by Mike’s four shooters and two beasts while the heroes advanced
cautiously in the centre.
With Mike’s right flank a bit
in the air (albeit composed entirely of heroes), I decided to threaten a move
against his stronghold so sent forward my beasts in a left hook. The Castleford Tigers led the way through a
large patch of bad going. With a little
luck on the PIP dice I was able to get round to the stronghold while the rest
of my army kept the heroes busy. A first
attempt at taking the stronghold ended when the dice came up a tie. Before I could try again, Mike’s hero
general, double overlapped due to previous unlucky die rolling, scored a 1 in
combat and was stamped into the dust by
Despite the odd match-up this
turned into a pretty conventional battle with two long battle lines facing each
other. Richard’s seagull dragon appeared
and threatened my right flank.
Fortunately I managed to Barker it with a warband and get my hero in to
kill it. I think this was largely
because Richard got unlucky with his PIP roll.
This trend was to continue.
Basically, all I remember is
that with reasonable match-ups along the battle line, I rolled superbly and
Richard had obviously failed to placate the dice demons. A few mismatched die rolls later I had taken
out 12AP.
Another wonderful HOTT
match-up. Tim Sharrock’s pasta shapes
army advanced on my hilltop position. A
behemoth was moving towards my left and three knights towards my right. In a moment of madness I decided I didn’t
fancy my beasts against the behemoth and moved them across the front of my army
to oppose the knights. “Brave move” said
Tim then pointed out that mounted troops kill beasts. Stupid! Stupid! Stupid! As is happened, Tim rolled poorly for PIPs
and I managed to extricate two of the beasts but eventually he flanked my line
and rolled me up for the loss of a behemoth and a couple of knights (I think).
On this occasion James
Ewins’s dinosaurs (encased in resin ice blocks) manoeuvred (against biological
probability) under the able control of Ty Grover-Jones. On a board dominated by bad going paddy
fields (!) Ty deployed in three groups of three each centred on a behemoth.
We manoeuvred for some time
as I tried to get Ty to reinforce his flanks at the expense of his centre. In the end I drove forward my heavy stuff to
try and break through in the middle but when we ran out of time all we had done
was trade a couple of losses each.
Still, a most enjoyable game and
a most gentlemanly and pleasant opponent (as indeed were all his predecessors).
Ian’s standing army was in
25mm so I had to choose a pool army. I
decided to go with
I grabbed a few large terrain
features and plonked them down. After
dicing for direction of attack my deployment zone went: one element wide gap,
impassable lake, gap about three elements wide, bad going, one element wide
gap.
I didn’t see this army as one
with which I could easily take the initiative; Ian’s mix of blades, shooters,
spears and hero looked way too rich for me.
So I sent a horde of hordes forward to slow him down, put some of my
shooters in the bad going and kept a couple, including the general, as reserve.
I suspect Ian was still a
little hung over from the day before (that hour at the Rugby Club in the
afternoon had really hit hard). He
didn’t really press his attack hard enough.
I lost a few hordes but managed to keep cycling most of them back. As the slimy slug of time crawled up the
dining table leg of fate, Ian launched a belated attack but only succeeded in
losing a hero to shooters in bad going.
Game drawn, but again most enjoyable.
I hope Ian’s headache was not too severe.
You know how I said gods were
lethal to this army? Well they are. Especially when they show up on turn 2 and
never go away! I got three Barkers on
the god but even so it was too fast for my hero to catch it. George basically pulled my army to bits and
stamped on the debris. Can’t, on the
whole, say I enjoyed this one.
A tactically interesting
game, this one. Alan’s Pirates army has
hero General, two artillery, three shooters and four warbands. This gave me a few worries – artillery quick
kills heroe, warbands quick kill blades and clerics, and he obviously had a lot
of firepower for me to worry about.
Fortunately, Alan’s
deployment had a flaw – his stronghold lay at the end of a long ridge of bad going which cut his artillery off from his
right flank completely. The battle
therefore evolved into my keeping him busy - beasts threatening his left flank,
a prolonged back and forth melee between my warbands and some of his, and my
blades and behemoth manoeuvring to Barker his right flank shooters while my
hero made a dash round the ridge and went for the stronghold.
In the end I didn’t quite
make it to the Stronghold. With
Overall it was a most enjoyable couple of days. The new venue is every bit as good as the old
and Steve is to be congratulated on putting together an excellent event. See you all next year!