Chiltron has broken a greater warbeast and now face more greeblies.
Here are the first 2 of my Scottish trilogy. I was lucky to get an order in just before Irregular shut down. Apologies for unpainted, we have had a ferocious heat wave with 80% humidity that meant I did nothing for a few weeks-.
Background music
https://www.youtube.com/watch?v=_Em1_eeGTas
5p Chiltron Pike HI 12 | 4 | Move 5+ 6” |
| Attack 6+ Attack V5+ Defend 4+ 3+ cav |
Courage 4 Armour 3 |
| No shooting |
| Static Wall of Spears |
|
|
|
|
|
2p Skirmishers 6 | 1 | Move 5+ 8” |
| Attack 7+ Attack V6+ Defend 6+ |
Courage 5 Armour 1 | - | Shoot 7+ 5+ 12” |
| Hard to target. Skirmish 7+ Evade. Fast. |
|
|
|
|
|
4p Border H Cav | 1 | Move 5+ 10” |
| Attack 5+ Attack V4+ Defend 5+ |
Courage 4 Armour 3 | - | No shooting |
| Counter Charge |
|
|
|
|
|
4p Highlanders Bellicose Inf 12 | 1 | Move 6+ 8” |
| Attack 5+ Attack V3+ Defend 6+ |
Courage 4 Armour 2 |
| No shooting |
| Wild Charge. Counter charge. Flexible. Fast |

Let's do Common talk. The command of the Black Vegetable as above.
Highlanders are useful to cover getting the pike into position.
Skirmishers provide the smallest amount of shooting.
Heavy cavalry are for firefighting and polishing of broken units.
Let's talk Chiltrons. The above list is correct for Lion Rampant. I'm going to try light infantry. A pike or long spear used 2 handed, not a lot of difference other than reach.
I tried normal basing with Ork pike, but it doesn't look right. This 3 on a 2p looks and feels right. This is wall of spear.
I found that with 4 units I had 3 in wall of spear and an attacker.
If faced with wild charging units these pikes are lethal, just knuckle down and lean in.
Lion Rampant allows for half or full movement for 1 or 2 points. A slow retreat here would have been useful!
O Tim |
| Wabbitii |
|
|
|
|
|
|
|
8p Tim Heavy Missile 1 as 12 | 1 | Move 6+ 6” |
| Attack 7+ Attack V 6+ Defence V 5+ |
Courage 4+ Armour 2 |
| 6+ shoot 5+ 18^ |
| 4 magic. |
|
|
|
|
|
6p Big Wampant.Warbeast 1 as 6 | 1 | Move 6+ 10” |
| Attack 5+ Attack V 3+ Defence V 6+ |
Courage 3+ Armour 4 |
|
|
| Flexible. Wild Charge. |
|
|
|
|
|
4p Lesser Wabbits Beasts 3 as 6 | 2 | Move 6+ 12” |
| Attack 5+ Attack V 4+ Defence V 6+ |
Courage 4+ Armour 3 |
|
|
| Flexible. Wild Charge. |
|
|
|
|
|
6p Exploder! As Above 3 as 6 | 1 | 5+ Bang. Fail Implosion, no damage any other unit. |
|
6^ radius, 1 Shoot action 3+ |
Amber Magic |
|
|
|
|
|
|
|
|
|
Almighty Prod 6+ |
| Friend within 18” |
| Until the target fails an ordered activation roll. |
|
|
|
| When the target fails an ordered activation roll it may immediately reroll once. Spell ends. |
|
|
|
|
|
Be Brave 6+ |
| Friend within 18” |
| Until end of your NEXT activation |
Not caster |
|
|
| Target can reroll all failed courage tests (once) |
|
|
|
|
|
Emerald Magic |
|
|
|
|
|
|
|
|
|
Heal Thee 6+ |
| Friend within 18” |
| 1 immediate action. |
Not caster |
|
|
| 6+ restore 1 SP. 8+ 2 SP |
|
|
|
|
|
Sod Off Spell 8+ |
| Bespelled within 18” |
| Immediate cancellation |
Not caster |
|
|
| Of any spell on target. |
|
|
|
|
|
Indigo Magic |
|
|
|
|
|
|
|
|
|
Supergiue You– 7+ |
| Self or any 18” |
| Until end of your NEXT activation |
|
|
|
| No move, no retreat, attackers bounce. |
|
|
|
|
|
None shall pass 8+ |
| Spot within 12” In LOS No close 3” any unit |
| Until end of your NEXT activation Impassable barrier 1” thick 12” long. No move, fly, attack, shoot or spell. |
|
|
|
|
|
Jade Magic |
|
|
|
|
|
|
|
|
|
Bog You 7+ |
| Enemy within 18” |
| Until end of your NEXT activation |
|
|
|
| Area around target rough ground. Other units not affected. |
|
|
|
|
|
Spring Heel. 7+ |
| Self or friend within 18” |
| Until end of your NEXT activation No ½ move through rough. |
|
|
|
|
|
You have wings! 7+ |
| Self or friend within 18” |
| Until end of your NEXT activation Gains Flyer p 102. |
This is a silly army, it's never going to win but it's fun to use. Get your bang in early if they have shooters!
Magic - with this army it has to be the commander, but best separated out to skirmishers given one job - colour.
The only spell used was Heal Thee 3x, and once failed. Usage note- suggest coloured dice as per magic to denote targets, unless you want to make specific tokens.
The Game. We were faced with Richard's Drow army, sorry I don't have a list.
Rabbits hopped along, I made a more cautious advance until I could get into wall of spear
Wabbits take the high ground. This is round 3, so the nasty borrowing worm has turned up and is threatening Tim! If you havn't tried a burrowing unit - recommend!
Spiders, lesser warbeasts, charge into my highlanders. I needed the chiltron there to protect them!
Skirmishers outshot break. First unit in wall of spear.
Highlanders and skirmishers broken. Not good.
Tim engaged!
First clash in the centre, chiltron reduced to half but wabbits to the wescue!
Spiders chase skirmishers into woods and destroy them.
Elite cavalry take on the beast on the crest of the hill.Half strength Spider wild charges into chiltron. I get 10 hits--.
Both leaders gone, we withdrawl to murder another day.
How is that bloody spider still alive? definitely the heaviest hitter of the day!