Alright, buckle up, Warhammer warriors! We’ve got a play-by-play of a Tomb Kings vs. Bretonnia showdown that’s hotter than a dragon’s breath. We’re talking Meeting Engagement scenario, and it’s like déjà vu from 8th edition, but with some spicy updates.
First off, victory points got a facelift. Now, wrecking or scaring off a unit bags you 100% of its points. If a unit decides to hightail it, you’re still getting 50%, and if a unit limps along with less than 25% of its original strength, you’re snagging 25%. Points for effort, right?
On the Bretonnian side, we’ve got a Duke on a pegasus, Pegasus Knights, Men-at-Arms in formation, archers with braziers and stakes, and a cavalry of Knights of the Realm – classic Bretonnia goodness. Blessing of the lady is still in play, just like the good ol’ 6th edition.
Now, Tomb Kings are bringing the heat with a Tomb Prince, a Liche Priest riding a Dracodile (yes, a Dracodile!), a bunch of skeletons in spear and archer formations, skeleton horse archers, horsemen, and chariots. Undead rules are still kickin’ from 8th edition, but now resurrecting goes like: characters first, models with more than one wound, champions, standard bearers, musicians, and then the rank and file.
Magic got a makeover. Lores can be mixed on standard characters, and the Liche High Priest is rocking both Necromancy and Nehekhara spells. They’re rolling for spells, and the Liche High Priest scored Spirit Leech and Unquiet Spirits.
“My Will Be Done” is now an LD ability – extra movement, WS boost, or Initiative boost for the unit the Tomb Prince/King is in. And check this – we’ve got a new rule called “Reserve Move,” letting units scoot after the shooting phase if they haven’t charged, marched, or fled. Skirmishing archer horsemen are also doing their thing in a loose formation.
Charging got a makeover too. You get an initiative bonus based on inches moved, up to +3 for a frontal charge. Virtue of the joust now means rerolling failed lance wounds, and Grail vow gives stubbornness and challenge acceptance – classic knightly virtues.
Undead still crumble when losing combat, and they automatically shuffle back 2 inches. Tomb Kings have this “Arise” ability for healing, and hexes can only be cast in a forward arc. Breath weapons got an upgrade – now they can be used multiple times per game, not just once.
The match got intense with counter charges. If the charged unit is more than the charger’s Movement characteristic away, they can counter charge – it’s like a strategic dance-off between skeletons and knights.
And hold your horses, it looks like there’s no more step-up rule. The battlefield is getting crowded, but you’re only making attacks like the champion. The curse is real too – fail a Leadership test, and you’re taking D3 S2 wounds. Ouch!
In the end, the Bretonnians took the cake. It was a clash of titans, and the Knights of the Realm emerged victorious. The lance broke, the curses flew, and the battlefield was alive with the sweet taste of victory. Warhammer on, my friends!
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