Given the scenario I opted to place my key strike force in the centre (Ancients on Rinosaurs), flanked by the heavy infantry and preceded by plenty of skirmishers to soak-up the enemy charges. This meant the flanks would need to hold-on long enough for me to break through and turn outwards.
|The main battle line|
The Herd adopted somewhat the opposite plan with stronger flanks and weaker centre hoping to turn inwards on me.
|A fast right flank for the herd|
|The centre and left of The Herd|
|Skirmishers clash in the centre|
I was also able to bog-down the nasty Stampede, but only for a turn rather than the two I hoped for.
|Charge - pork is on the menu tonight|
The main challenge was on my left where the flying units found themselves out matched by several tougher flying units. Use of Critters Call denied a rounds shooting from the Skyaiders by disordering them.
About 3 moves in I got most of my central charges in but things began to unravel a little with a run of very bad dice. Rather than cutting through his Tribal Walker horde holding the centre in a couple of turns, a double 1 meant they held on for 3 against my Ancients. The same unit then had a nice charge set-up that would take it through 2 heroes and into the flank of his heavy infantry - this was again denied by a double 1 on the second hero.
|The main assault goes in|
The Ancients ended turn 6 fighting back-to-back Glosters-style. I occupied the centre but not in enough strength to win the game. Some mistakes were made but the two double 1's really cost me the chance to possibly win it. I also need to review the deployments as I had one very weak flank that could nt really hold long enough.
|Back to back|