Showing posts with label Wargaming. Show all posts
Showing posts with label Wargaming. Show all posts

Thursday, 23 July 2015

The Pro's and Con's of Age of Sigmar

So I have been spending more than enough time mulling over the new Age of Sigmar. It has a lot going for it, but in saying that, it also has a lot not in its favour.

I have attempted to make a list of my personal pro's and cons as I weigh up investing in this new game, or look else where.

I post this in the hope it may help some other people decide, or even help me decide.

So first up, the models:

Pro's
Very technically good sculpts are dynamic and simple to assemble
New ideas refresh the stale WHFB setting
High Fantasy setting as opposed to Low Fantasy enabling much more scope in design
Scale - larger models allow for easier painting and application of advanced techniques
Round bases allow better positioning of models and conversions
New Aesthetic and new Sigmar faction (my personal taste is it has grown on me)

Con's
Scale - new larger scale will make existing models look small by comparison
New models look to be more expensive per unit
Square bases and round bases mixed together look odd - will need to re-base old range eventually


Next up is the rules:

Pro's
Simplified ruleset - no longer 150 pages to sift through for rules
Individual warscrolls - everything you need to use a unit in one place
Keywords!!!
Everything has new rules which should help make all things on a level playing field
More versatile formations - without ranks you can create squares, arrows, shield walls etc
Unrestricted movement means more terrain and more terrain influence

Con's
No points - the obvious one
No balancing system - balancing dosn't have to be just points. Think rare/core %
The dumbing down of the rules. There's simple, then there's dumb.
No more ranking of troops. It was and is a draw card for some.
Less tactical movement - charges in any direction and no facings hurt the game
No interaction between models - I don't care if you are the best swordsman in the world, I still hit you on 3's...


And last but not least, community:

Pro's
Opportunity to grow the fantasy community
New players
Several of my 40k friends have been eyeing up AoS
Grumpy existing community - Much rage, many quit

Con's
Grumpy existing community - Much rage, many quit
Tournament scene is getting massive shake-up 
Most likely less players initially, time will tell us if player numbers increase.

This is just a brief list that I have come up with, and no doubt there are many more reasons to add.

In the end, my conclusions are the model range and scope of the "hobby" side has dramatically increased in its attraction. There is much more freedom and less requirement to paint up 40 or 50 executioners or Savage Orcs just to field a functional list. I find there are far more positives on in the hobby side of things than negatives, and am looking forward to an opportunity to model themed tables to suit the new expanded universe

On the rules front however, I am sadly disappointed. I like a challenging game and regularly play tournament games. I find to enjoy these games I need a structure to build under and have always shy'ed away from systems based on ambiguity (like panel/peer comp). The simplicity of the rules is a great concept, but the execution has a lot to be desired. The lack of model interaction is a real downside, and the absence of strategic moving is a major change. Sure there are some tactics that can be employed in the movement phase, but its reduced to gimick's like dragging neighboring units into combats and shield walls, the former more a result of poor rules writing. Its just too hard to organize a simple game let alone a tournament.

However there are many people/communities (including myself) that are revising the current rule set to make it more viable as a game.

But the community is the hardest one to judge. The NZ WHFB tournament scene has reacted poorly to the new game system, and it dose not yet seem to have made any inroads. In saying that, we are yet to see if new players will be attracted. 

So I am currently 50/50 about this game. Its a wait and see kinda deal atm.



Tuesday, 4 June 2013

Southcon Results


Southcon is over and done with for another year, and another great event overall. Many thanks to Josh for umpiring once again. 

The event was interesting in as it was a small divergence from the normal comp in that we got 2500 points to play with and special characters where aloud . In saying that only one list turned up with one. Nurgle had blessed us with the presence of Epidermus...

Congrats go to Mal this year taking out first place with his LMC army, giving me a royal thrashing and only dropping the one game to 3rd place getter.

I placed second, missing out on the hattrick. I took my first 0-20 loss in a tournament environment, thanks to Mals LMC army in the watchtower scenario but won the match vs third placed Nurgle 20-0

Darrens Epidermus list rounded off the podiums in third, after racking up a 0-20 to me but a 15-5 win over Mal. 

So top three all played each other winning one and lousing the other. 

I learnt some more about the Dawi Zharr and have some further ideas to refine my list. There is the obvious deficiencies that I need to do something with when lining up vs LMC armies in case I face one at the ETC, but there are some improvements that will benefit overall. Best game of the weekend was vs Basil (14-6 win) and his VC blender lord list. Learnt heaps here, especially how to manage things you can't confront directly with CD.

I will write up some battle reports over the next few days




Thursday, 11 April 2013

Southcon 2013 Rego up


Southcon's online registration is up!

You can find the form here to register for Dunedin's annual Wargaming Convention as well as all the player packs.

Systems on offer this year are:


  • Warhammer Fantasy
  • Warhammer 40K (doubles event)
  • Warmachine/hordes
  • Flames of War
  • Dystopian Wars 
  • Impetus 
  • Wings of Glory
As mentioned, WHFB is 2500 points and most special characters will be ok

Entry is $40 if done before May 1st ($45 thereafter)

Forbury Park Event Centre
146 Victoria Road St Kilda
Dunedin
New Zealand
June 1st & 2nd (Queens Birthday Weekend)

Facilities include onsite Bar! and cooked meals

Hope to see you all there!

Tuesday, 26 March 2013

SouthCon 2013

Southcon is quickly sneaking up on us with a little less than 10 weeks to go.

It is set to go in the usual spot of Queens Birthday weekend, 1st and 2nd of June. Entry fee is $40 (early bird before 1st May) for 6 games (3 each day).
WHFB is 2500 points this years with very little comp similar to what you find in Wellington, and will be allowing special characters! The full player pack can be found here

A quick search and I find flights from Auckland & Wellington start at $80-$100 each way, and flights from Christchurch start at about $70. 

Southcon also supports several other systems, including 40k, Flames of War, Dystopian Wars, Warmachine etc and generally attracts about 140 people between all systems. Most importantly, there is beer on tap in the venue, and cooked pub meals from the restaurant downstairs (all under $10). Already looking forward to a roast beef and chip sarni. 

Thursday, 3 January 2013

A New Beginning


So this is my first post for the new year, after a very quiet blogging month in December. I had not found much time at all to do anything hobby related during the silly season, much to my disappointment, and the world didn't end, much to my amusement!

So 2013 starts off with a big self serving xmas present to myself in the form of a new army...

After spending all of 2012 marching the dead legions to war, I am starting on a new journey for 2013. I achieved all the goals I had set myself with my Tomb Kings at the beginning of the year. Often regarded as the weakest of the new books and a bottom tier army in the competitive arena, I managed to get a tournament win (4 wins in the end!), made it to the masters tournament, and get selected to team NZ ETC 2013.


This year I enter the slave trade. The Dawi Zharr will march forth from their Ziggurats in the far east scouring the lands for more victims to toil in the blasted forges of the fallen ones. Not only will my new slavers see the light of the old world, so will my retired army of Daemons come to the fore when/if the rumoured new book arrives this February. 

These will be my major projects for the year. In addition I have some other things I wish to finish off. I started making a modular gaming table mid last year that typically never got finished. I also have my Horus Heresy legion that I started, although I am wavering on the actual legion, I want to get 1500-2000 points done by 2014 (I have quickly begun to hate painting yellow). There is also the apocalypse scale Necron army that needs to be refreshed and finished.

So my New Years Hobby goals are

  • Build a Chaos Dwarf army
  • Rebuild my Daemon army
  • Finish my modular gaming table
  • Finish painting my Necron army
  • Make a 1500 point Horus Heresy Legion
  • Buy and paint a Titan (or something else as epically scaled)
  • Find some other project to throw me completely off my other goals 
Some hefty goals to achieve, and probably unrealistic knowing how good I am at procrastinating. Somewhere in all that I hope to finish painting my Tomb Kings which sit 90% done.

And I guess I should throw down my gaming goals as well, since I do enjoy the competitive side of Warhammer. NZ has such a great WHFB community at the moment and a tournament environment that has solidly moved into the little to no comp environment.
  • Attend 3 NZ WHFB Tournaments
  • Win a NZ Tournament
  • Achieve a podium at NZ Masters (providing I actually make it that far!)
  • Attend the ETC

I would also like to organise and/or run a tournament this year, but thanks to my location I do not think this is a realistic goal. 

At the end of the year I will dig this post up gain and see how well I have done.

Oh and lol puppies will feature this year. You have been warned.


Friday, 23 November 2012

NZ Masters 2012


Its that time of year again. All the best nerdymen in the world (NZ) gather for the rumble down under to decide the undisputed champion for another year! Talking it up? Yeah maybe.

Last year I had earned a spot at the 2011 masters but regretfully did not attend due to the timing of the event. This year however my calendar was clear for a spot in the 12.

So I have packed my bags and bundled up my old bones for Tomb Kings to attempt to bury everyone in the sands of time! The 12 top players head to the Shire (Wellington) for a good ol' 6 rounds of beat down. Its fair to say the smack talk has been colourful. 
This years list is:

L4 Hierophant with dispel scroll and ruby ring
Tomb Prince with armour of silvered steel and great weapon
2 units of 20 skittle archers
3 units of 5 skittle horse archers
2 units of 10 skittle archers
A unit of 6 Necroknights
40 Tomb guard
2 scatterpults
A casket of souls
and Hermy! the Necroshpinx

All the list can be found here

Here is a quick rundown of my army vs theirs (and to add some more smack to the mix)... And some BIG calls made...


Beastmen (Ray) A flying bull! Pretty darn close to a flying pig if you ask me. Chop the head off the beast and the army will die. hello Hermy! I have a job for you... In all seriousness this army has to much for me to shoot, even though they have no armour. But T4 may cause some issues.

Vampires (Rory) What no Terrorgiest? I can't wait to get my TG into this Knights! Hoards of skittles with screaming b***ths in them could be interesting for my grind. This game will probably end in a draw aye Basil?

Daemons (Tom) Tom's just going to play hide the fatty behind a rock again. Grow some balls boy. Just take the hit and write off a Bloodletter unit to my archers. I even bought Hermy to play with Billy, yet Billy to scared! Interesting times...

Lizards (Mike) Snorus breeding grounds in overtime! thats alota core fighty. Hermy might actually survive a fight against the lizzys for a change. Dag nam it, now I've cursed him... If Mike can avoid tripping over himself to get into combat this will be a good showdown...


Tomb Kings (Tim) If I'm Lucky enough to draw this fight, its a shore win for me!


Orcs & Gobbos (Sam) Sorry Sam a Savage Orc and Night Goblin army just aint right without the lil un's. Hey Mr Sams forgotten to pick the runts. You know the PC brigade are gona bag you for that one. Instead we have over 9000 points in characters. I'm rather happy I took another fighty unit this time. Lots of targets for Hermy to kill and die to die to... Can Sam shake off his day two jitters!


Empire (Joel) No. Just No. Go away you big meany... To many damn chickens. The Chochobo brigade has arrived in style. THIS IS MY WORST MATCHUP! The numbers are in and I am going down 7-13 or worse


Skaven (Locky) Who is this guy? Rumours have it that he once played warhammer time a long long time ago... Numbers say he knows what hes doing! But then again he does use stink'n cheat'n rattys. This is the more favourable skaven list for me however with Locky at the helm I dont fancy my chances. To many damn toys...


High Elves (Peter) If there ever was a guy who can turn a turd into chocolate this is the guy. With only 15 White lions I don't think he has the staying power of some of the other lists, but the snobby elves have the movement to pick the fights. this will be down to the wire but no doubt Peter will find a way to kill my Hiero and crumble me to dust.


Bretonnians (Antony) Hmm. hmmmm.... hmmmmmmmmmm.... I dunno. I never like fighting brets, but they are the traditional foe. Massed attachs and killing blow is the way to go here and, oh wait! I have massed attacks and killing blow. Who would have thought...


Skaven (Pete) NO FATTIES!!!!! yay for me (I'm doing a happy dance). But then again, more stink'n no good dirty cheat'n ratties. Petes got everything to loose here. Hes had his spies out (one got caught by a cat) and bribed 'Baddice' podcast into backing him (how much warpstone did it cost you?). Pete has everything to loose and nothing to gain since everyone is picking him to be on the top. I can here ringing in my ears already. At least I bought my bellboy Hermy to assist. Don't fancy my chances here...


Warriors (Neil) The 'displeased with you card' (Pete said no wildcard) entry to round out numbers to 12. Double Hellcannon and some angry donkeys. Lots of viable targets for the archers to pick at if we every get past turn one. Time will tell (yeah there is a pun there...)


So what's my predictions?

1st is Pete "No Fatties" Dunn from skaveblight
2nd goes to Joel "Farmer Brown" from Tau Tau chicken battery
3rd is for Antony mr "No peasant" and his quest for the holy gravy

Me you ask. 5th! no pressure aye. I think I made a few list mistakes for the field. Only next weekend will tell...


Tuesday, 23 October 2012

Guardcon 2012 - Battle Reports Day 2



Its day 2 and I arrive early (those that know me would realize what a feat this is) and hang around talking till the round starts.

As mentioned this is a custom scenario that the tournament organiser has developed. I presume it has arisen from some sort of hate towards the watchtower, and this has come to be some sort of intermediate. Seriously the watchtower isn’t that bad guys. Can’t move the unit in the watchtower? Just ignore it and apply your superior numbers to wipe out the rest of the opposition!

Now the basis of King of the Hill is there is a hill in the centre of the board, and then it is basically like watchtower, ie you need to hold/capture the hill. It is worth 400vp at the end of the game so significant enough to swing a game. Now the problem comes is that the scenario favours a few armies far more than others, and several problems came about such as charging off the hill first turn, something you cannot do in watchtower. IMO this makes the scenario very unbalanced and I don’t think it has any place in the tournament scene in its current form. Just use the book scenarios guys. There not that bad! At least everyone knows what to expect… /end rant =)

Game 4 – Ogres – Simon Kwok
Scenario: King of the Hill

Now, onto the game… Simon’s Ogres consisted of a large unit of 9 Ironguts that get loaded with characters, 6 bulls, an 8 man unit of Maneaters also with an assortment of characters, 2 units of Mournfang, a single Ironblaster, and the standard 3x1 Sabretusk’s. Now, Orges are a hard matchup at the best of times, and drawing the worst scenario to face them against is pretty much icing on the cake. Having not rolled Purple Sun on my death mage, I went into the game very conservatively, and would be relying on the first few turns magic/ranged fire to decide the outcome.

Simon won the roll off and gained the hill. He deployed the 6 Bulls on the hill. He then deployed the rest of his army single file, trying to mitigate any advantage I might gain from my catapults. His Mournfang went to either flank and everything deployed 6” or more apart. I could see this was going to be a very ‘gamey’ game. I deployed centre left with the Tomb Guard closest to the hill, and the rest of my forces staggered and trailing of to a castled deployment. I refused the right flank except for the chariots, which would provide a delaying action or simply finish off any loose ends out on the flank, then support the TG with a flank charge.

So I automatically get first turn, and started by correcting some angles in my movement phase, and positioning horse archers to be as annoying as possible. Having an inherently defensive build my greatest chance would happen in the magic and shooting phase. With low dice I pushed light of death, with one making it through, however thanks to Ld 9 with rerolls it had little effect. My catapults also missed the intended target of the Ironblaster, and my archers failed to make much of an impact on the bulls on the hill. Not a good start. Simon moved all his forces up including the bulls on the hill. He didn’t attempt a charge with them however. The Maneaters made for the hill and the Mournfang ran up my right flank. Simon attempted to fire his Ironblaster which justifiably misfired. The cannon then blew it self up as a result! Huh! Take that most broken cannon in the game. Except the only thing that happens is the thing cant fire for the rest of the game…. Yeah. Broken…

So turn two is more of the same. I get a unit of horse archers in the way of the Ironguts, and that is about all the movement I make. I have another rather unsuccessful magic phase, but manage a few wounds on a Mournfang unit near the centre this time. Shooting is rubbish, however the great bows put a few more wounds on the same Mounrfang the caskets targeted. The 6 man (now 5) Ogre Bulls are still pretty much unscathed. Simon charges into the horse archers with the Ironguts wiping them out, but thanks to some angling reforms instead of overrunning as intended. The Maneaters are now firmly on the hill and almost still at full strength. I’m gauging to see if I can tackle them in a heads up fight.

By the beginning of turn three I’ve decided, mainly thanks to the advancing Ironguts and the position of my army that I am heading towards a major loss, and need to try something to bring the game back in my favour. I commit the Tomb Guard into the Maneaters figuring I can grind them with some luck and magic. I have worked out that a clever placement of horse archers will not only redirect the Ironguts, it will also cause them to be unable to charge my Tomb Guard flank for another turn, and help save my entire left flank from being wrecked. I make it in comfortably and then move the chariots into position to give me a flank charge on the Maneaters if required in turn 4. I manage a smiting on the Tomb Guard but little else. Shooting sees one catapult manages a few wounds on the Ironblaster, and I manage to finish off the Mournfang unit that was damaged earlier with the Ushabti. Close combat was not as rewarding however. I manage to kill a few and receive a lump of casualties back against the Maneaters. It is enough to force a break test on them, but thanks to them being stubborn, they don’t shift. In Simons turn he issues a charge on the Horse Archers with the Ironguts. They get wiped out and he declares an overrun as I had anticipated. As the flank of the Tomb Guard is in front it becomes a declared charge. I then point out it is a failed charge, as Simon has his Ironguts 10 wide, they cannot fit through the gap as they will hit one of my casket of Souls when trying to close the door on the Tomb Guard, or before he even makes contact with them depending on how he try’s to move the Ironguts in. I had pre-measured this in my turn as it is what I had planned. Simon however doesn’t agree, and try’s to demon-straight that he can by repeatedly moving/wheeling the unit. I can’t help but observe that each time he wheels the unit, it moves a little further back and opens a gap to the casket… This may have not been intentional on his behalf, but the result is same. Simon calls the TO over, and he rules to ignore the casket and that Simon can charge. I’m not going to go into this, but this is a very poor call! The resulting combat is decisive and I loose a large proportion of the unit to crumble. It isn’t wiped out yet though.

So turn four starts and I am none to happy. A bad call can ruin a weekend for anyone. I get on with it and try salvage what I can. I try put as much firepower into the Bulls to pick up some extra vp. Simon had gotten a Sbaretusk in the way of my chariot charge into the flank of the Maneaters, essentially cornering them to be wiped out by the Mournfang on the flank. Another disappointing magic phase means I get shut down from regenerating the Tomb Guard unit. All the time I have managed to run my Ushabti out wide on the left flank and they are now hiding in a building. My Hierophant and his unit have moved up behind them in an attempt to save giving away as much vp as I can. I target the Ironblaster with the catapults and Ushabti but luck out. Combat sees the Tomb Guard wiped out allowing reforms all around. The Maneaters remain on the hill with two left, plus the army BSB. Simon charges his Bulls into a 10 man archer unit and wipes them out, overrunning towards a catapult. The Ironguts cannot charge as they are blocked by his own unit. At the end of the turn it looks like a big victory to Simon unless I can finish a few things off…

So turn five starts as the last turn of the game. With nothing on my right flank, the hill firmly in Simons hands, and some Ogre Bulls running through my archery line, things are grim indeed. Idrop out of the building with the Ushabti and move the archers with my Hierophant in instead to safeguard them from any last turn charge. With nothing else to move I try get some magic mojo happening. Light of Death targets the Ironblaster with little success, however I manage to get smiting off on the Ushabti. In my shooting phase I finally get a decent hit! I have targeted the Maneaters and BSB as it’s the most vp that I can gain. The hit kills the BSB outright and causes a further wound on the last two Maneaters, not to mention stripping regeneration off the unit that Simon cast last turn. The champion and standard are each left with one wound, which I promptly strip off with the Ushabti. Success finally! This also has the effect of freeing up the hill. Simon cannot get the Ironguts back onto the hill in his last turn meaning nobody captures it. The final actions of the day are Simon charging the Orge Bulls into a catapult collecting a few more vp for his tally.

Result 9-11 to Simon

Well what can I say? I didn’t enjoy this game from the get go. It was ‘gamey’ starting from deployment, based on a modified scenario that IMO is not balanced, and to top it off, a bad call at a critical moment in the game (IMO) pretty much ruined it for me. Best to forget this one I think. It was always going to be an uphill battle for me, so to come out with 9 points is a rather good result in the end.


Game 5 – Vampire Counts –  Russ
Scenario: Meeting Engagement

Russ turned up with what is looking like a typical VC list in these parts. A Black Knight Bus filled with Vampires, some direwolves, spirit hosts and zombies for chaff, a skittle bunker for a necromancer and a Terrorgiest. I was fairly confident coming into this match. To win the game I knew I had to break the back of the knight bus, but before I could do this I needed to kill the terrorgiest before it rolled a flank. Having formed a rudimentary plan I figured the best option for me would be to set up at maximum distance and let him come to me, giving me the opportunity to manage the size of his army and channel the combats into situations that advantaged me. The end goal being to get a combat between his knight bus and my TG hoard.

Russ deployed his army as far forward as possible but on his hard left. It looked to me to be an attempt at a flanking move aiming to channel everything down my right with the Knights/Terrorgiest leading the way. I deployed in my corner, using some impassable terrain to my advantage to hold a flank. The Tomb Guard where deployed in the centre of my castles front line with the intention of redirecting the knight bus into the front of them. I had my chariots to the north to protect the flank, and artillery in the back.

Turn one starts with me pushing north with most of my horse archers and shooting Russ’s wolfs. I hold most stuff back and target his high value units with my ranged firepower. Caskets target the Knight bus, and catapults target the Terrorgiest with little success. Russ moves his puppies about to try get some use out of them before they die to my bow fire. His knights and terrorgiest move up conservatively and he keeps them in formation with his infantry blocks. A very quick first turn from both sides.

Turn to is more of the same. I shoot stuff, caskets hit the knights and catapults target the terrorgiest, this time casing a few wounds. Horse archers clean up the pups and my chariots swing around to start threatening the flanks. Russ cautiously moves up again. His spirit hosts hold his flank and threaten my horse archers, while he moves forward. He uses his magic to restore some of the knights he has lost. The Terrorgiest moves up and within strike distance next turn.

Turn three begins with me moving a horse archer unit in the way of his knights, angled back towards my Tomb Guard and potentiality setting up a nice flank. It is an obvious trap, but I am playing off Russ being overconfident with them. Catapults target the terrorgiest again, but the damn thing survives a direct hit that causes 1 wound. It has one left now. Russ charges the horse archers with the knights, and his Terrorgiest charges a 10 man archer unit that will redirect off the board. A small error on my behalf, as it predictably cleans up and overruns off the board, denying my catapults a target next turn. The Knights wipe out the horse archers, but refrain from overrunning. This pretty much leaves us in a stalemate centre board.

Turn four sees me looking at alternatives. I figure that all my shooting will do squat to his Ghoul or skeleton blocks, and this leaves his knights bus. Typically strength 3 shots into a 2+ armour save T4 unit isn’t the best option, however I decide to add the firepower to the catapults and Bowshabti. The catapults fire first, collecting 2 between them. Then I fire about 50 bows at the unit. As I fire each unit, and pick up a wound here or there, Russ manages to find every single 1 he can on his dice, resulting in me practically wiping out the knights with strength 3 shooting… I don’t think he is to impressed with his dice and predict some fun with a sledge hammer later that night. There is a champion and standard left in the unit plus a bunch of characters when my bowshabti let off their double shots thanks to smiting. The -3 save has a good impact finishing off the unit and spreading some wounds around the characters. Fun times. This sees Russ split up the characters in his movement phase as they break for cover. Russ chooses to start withdrawing his skeletons with his level 4 necromancer out of harms way. The terrorgiest appears and moves straight towards my artillery, and with a bunch of bravado it screams like the good wife and a catapult falls to bits on me.

Now its turn five and I’m hunting for VP’s. Most of the characters in the knight bus have found cover behind some rocks, limiting my ranged fire. My chariots execute charge into the Ghouls, cutting the numbers down. Movement is spent getting the firing arcs for the death mage and bow fire, but first I need to take care of some business. My remaining catapult hits the Terrorgiest finishing the last wound and removing the threat. I had backed it up with plenty of bowfire as there was nothing else they could shoot. Caskets failed to find their mark vs the closely grouped characters as did my shooting, which only netted the low level necromancer. Russ continues his flight with the skeletons and level 4 necro. I don’t remember exactly how but Russ manages to pick off my Death Priest. The Ghouls crumble some more to the chariots.

Last turn and it is clear I have a victory. It’s a fast turn for me as I only move what archers can shoot at the characters. All my magic is pumped into the characters netting me a few wounds off some, but no kills yet. Bowfire is pitiful and the catapult is wide of the mark. The Chariots finish off the Ghouls however which pretty much ends the game. Russ’s turn is also short as there is not a lot he can do.
The game ends with a win for me.

14-6 to my legions of the dead.

This was a good game for me overall. Russ was a pleasure to play and had turned up with a tidy VC list using the typical Deathstar/Knight bus. The highlights for me were Russ’s Terrorgiest weathering a hell of a lot of firepower, and the strength 3 massacre of the Knight Bus. Once again I struggled to clean up at the end of the game despite the ranged attacks I had. I have always found the new VC book to be a good match for my army. The result puts me back on the top of the table leading into the last game of the tourney.


Game 6 – (Savage) Orcs & (Night) Goblins – Sam Whitt
Scenario: Battleline

Once again we meet in the top table. Sam had turned up with a list very similar to the one he had at Call to Arms. When played right Orc’s and Goblins can be an extremely competitive army, and Sam for certain knows how his works. With a build similar to the one I ran last year I also knew its strengths and weaknesses. Night Goblins with nets, Troll block and Savage Orc Hoard backed by characters, chariots and plenty of war machines, not to mention the manglers. His list would always be a hard match up for mine. I knew I needed to control the early game and remove as many threats as possible. I did not want to get into combat with a full strength Savage Orc bus, so I formed a battle plan around this. Destroy the catapults, doom divers and chariots first, then weaken the Savage Orcs for a late game combat. To do this I would need to isolate the trolls as I couldn’t deal with both at the same time.

With this in mind I deployed in the corner. In a castle. Behind a river. At max range. Heh. I was playing to my strengths as I thought I could out shoot him, and play the late game combat if possible. Ok so I really was reserved about fighting the Savage Orc Hoard. Full strength it has over 50 strength 5 attacks! Sam deployed in a broad battleline as I chose to deploy my horse archers normally, and combined with the small archer units I had enough cheap drops to not give away my deployment. His Savage Orcs took centre stage, flanked by Night Goblins and trolls to either side. Chariots and mangles filled in the gaps with artillery at the rear.

I started turn one after winning the roll off. I spent the turn withdrawing the horse archers back top my lines and nudging a few archers into range of threats like mangers and chariots. My catapults targeted his artillery with mixed success, and both caskets got dispelled. Sam responded with the anticipated forward thrust. I was almost fully deployed on the right corner with a river in between myself and the Orc hoard. The return fire from Sam’s artillery found its mark but failed to take out my scatterpults, instead reducing the number of archers my Hierophant could use as a dead shield. All in all an uneventful first turn all around.

Turn two was much of the same for me. Perseverance is a trait needed with my Tomb King build. Whilst consolidating behind my best friend the river, I edged forward my horse archers and chariots to get some more bow fire in range. My magic phase seen me get through a light of death taking out a doom diver and bouncing along Sam’s battleline causing a few more wounds. Shooting resulted in some similar success, with my archers finishing off a mangler in the centre, and one of my catapults managed to take out one of Sam’s, the other preferring to misfire… Under the hail of fire Sam continued to advance, although it did tend to be conservative. With the banter going back and forth I figured Sam was not that keen to find himself in a combat with my Tomb Guard. I had them deployed so that Sam would have no ranks because of fighting in a river, although it was a river of light! Return fire took two wounds of a catapult after a direct hit by Sam. However a buffed Foot of Gork got through in his magic phase and managed to stomp on my Hierophant. However my skittles had been train well in the arts of protecting their masters and I was saved from the worst of it. Sam stomped me twice before rolling a 1, allowing me to stomp him instead. I tried for a rock lobber catching a wound.

Turn three turned out to be an amusing one. I decided to try and push the limits and get some mileage from my chariots. They where in the centre on my table side and there was the threat of loosing them without contributing. I declared a charge on Sam’s Night Goblins forgetting about the effects of nets. The rest of my army held back as I launched a hail Mary. The charge was successful in making contact and aligned to overrun into a pump wagon whilst avoiding a counter charge from Sam’s Boar chariot. I had to clip a forest on the way in resulting in me loosing a chariot, and Sams fanatic managed to account for another. One made contact but if I was unlucky in my dangerous terrain, so was Sam in netting himself! The resulting impacts killed a bunch of goblins and the charioteers managed to kill his shaman. The horses even got in on the action. In return I lost nothing. Sam was still steadfast but was out of BSB and General range. They fled and pursuit caught the goblins then overran into the pump wagon which was cleaned up in the next combat round. Chariots overran out of harms way but close to a mangler! This charge overshadowed the rest of the turns shenanigans. More artillery exchanged fire, and I believe I had to weather another foot of Gork!

So at the beginning of turn four things are set up to maybe commit to a turn five charge/combat. Taking stock I am down a horse archer unit and a catapult at this point. My Hierophant has a wound from a miscast and a few units are below strength. Sam’s missing most of his artillery, a chariot, a mangler, his night goblins and a shaman. I move my Tomb Guard up to temp Sam to commit to a charge. I have some horse archers on a flank to redirect if needed. I continue to target the last remaining artillery of Sam’s with the caskets finally starting to work their magic now that Sam’s general is to far away. Sam is hesitant about committing to a combat with the Tomb Guard. Sam chases the last chariot with his own, and the mangler randomly wandering about near it. The board is set with my castle still pretty much intact and Sam poised to close in with his trolls and Savage Orc Hoard, however the game is late.

Turn five rolls around and I decide to not overextend. I start pulling back the Tomb Guard and attempt to not give away any more vp’s. With this in mind I refrain from my lone chariot charging as it only had one wound left, instead pushing it out to max charge range of the boar chariot and equally as far away from the mangler. I target the Board chariot with both light of death spells and get one through picking up the kill. Sam’s last piece of artillery (a rock lobber) gets taken out by my lone scatterpult. Sam’s army is moved poised to a last turn charge if he wants. We are both in two minds about this, but I figure he cant wipe me out in one round, but there is the opportunity to pick up some character kills with killing blow.

So turn six is rather uneventful. We both know the game has been won by me, as even if Sam managed to clean up my Tomb Guard I was still largely ahead. With this in mind the chariots continues to hide from the mangler, and I spend my magic phase buffing the Tomb Guard with smiting and protection spells. Sam shuts down both casket attempts on the lone mangler. Sam’s turn is equally quick with him deciding on the more conservative route of not engaging the Tomb Guard, his decision helped by the buffs active on them. We call the game and tally the score

15-5 to my dusk raiders…

An eventful game overall for me. We played staring completions with our main combat blocks for the entire game whilst our artillery and ranged forces exchanging blows. This phase of the game was won by me pretty much deciding the match. Ultimately the casket of souls tipped the scales in my favour getting some early kills here. Sam and I talked about the potential outcome of his Savage Orcs vs my Tomb Guard. He was not feeling confident in engaging them heads up and had hoped to bring them down to a more manageable size before committing. I actually thought he had the upper hand in the combat here but I think Sam was more worried about loosing 6 or 700 points of characters to killing blow attacks. Fair enough to, as a lucky KB can swing the game in many ways. A good game for me, and I think we both enjoyed the challenge, but ultimately the ranged factors swung in favour of me, but not forgetting the chariots decisive charge!

With all results in the Tournament was won by my Tomb Kings, with Simons Ogres coming in second place, Russ taking the last podium with his VC, and Sam’s Orcs just getting piped from third place. Although the field was a lot smaller than originally forecast, there was still a lot of stiff competition about (apparently we had 40 signed up with another dozen or so on the waiting list, but 24+ people pulled out last minute!). I get to take home the rather large shield to babysit for a year!



Wednesday, 26 September 2012

Guardcon 2012 - Battle Reports Day 1


After suffering a flat tyre on the 2 hour drive to the airport, which resulted in me arriving at the airport with less than 3 minutes to spare for checking in, then finding out that the flight was delayed for half an hour, I could see this weekend being an eventful one. I arrived in Auckland and checked in to my hotel which turned out to have a great view of the Auckland City Sky Tower, the tallest structure in the southern hemisphere. At least I would be able to find my way back easily!

The next morning after a short 10 minute walk I found my way over to the events centre for the tournament.

Game 1 – Wood Elves – Nick Irvine
Scenario: Battleline

Nick bought along a typical Wood Elf list for these parts, mixing up 6 treekin, a few units of glade riders, some dryads, wild riders, way watchers, some warhawks, BSB, eagle, lord and a level 4 beasts mage. It looked like an annoying list to fight, what with wood elves having range and manoeuvrability advantages over my desert skittles. My deployment was pretty standard with Tomb guard in the centre, chariots on a flank, archers in support and artillery in the rear. I didn’t go in with much of a plan, thinking I can edge the archers into range and just try outshoot Nick. What I failed to take into account is I only had 40 normal archers, not the 90 I have used before vs woodies.

Turn one started off with some exchange of ranged fire. I dropped my catapults on his treekin and was rewarded with setting a few on fire. Our exchange of bowfire resulted in me loosing a few skittles where my return fire was mostly out of range. I concentrated on killing his eagle and warhawk riders as Nick had positioned them to charge my priest second turn. Casket of souls bounced around a little and my flank was threatened by Nicks wild riders.

Turn two forced me to reform to face the wild riders, and bring some archers about to deal with the waywatchers on my flank. My catapults scored another direct hit killing a couple more treekin. I concentrated my caskets on the waywatchers as they threatened my war machines. I positioned my chariots to make a charge on the dryads hoping to tie them up and protect my ranged firepower. Nick moved the wild riders in further though I am not sure why, as they came right into charge range of the Tomb Guard. His treekin moved up aswell and I suffered more casualties from ranged fire. At this point I believe I had lost two horse archer units.

My turn three and once again the accuracy of the scatterpults where amazing, reducing the treekin to a lone warrior with a wound on him. I didn’t charge the wild riders realising they would just pull me out of position. The chariots however I threw into a suicide charge into the dryads to reduce numbers. In turn I received a charge from the wildriders, however the treekin failed to make it into the same combat. Most of my magic was concentrated on killing the way watchers. The wild riders where broken and ran, but I failed to catch them. I am still uncertain why they charged as they had no hope vs a block of 40 Tomb Guard. If the treekin where full strength It may have been a good combat. The chariots take a chunk out of the dryads but I loose one first round. The Dryads are stubborn in the woods and hold, so loose another one in the second round.

Turn four is next and neither of us has made much impact. I drop the final skull on the treekin wiping them out. Magic and shooting finally take their toll and reduce the waywatchers numbers down to 2. Nicj spilts them up in his turn to create two targets and avoid a lot of my firepower. Nick rallies the wild riders and they dance around me aswell. The chariot dies to the dryads but there is only a few left now. I whittle down his archers some more. Nick cops a miscast resulting in a dimensional cascade, however gets away with taking just one wound.

Turn five starts with some basic manoeuvring about but Nick is clearly superior in this aspect of the game. I wipe out the dryads to some shooting but loose a ten man archer unit to his return bowfire. I try and get as many shots onto the units in behind my lines but with little success. I spend my magic phase and the rest of my shooting phase failing to cause any wounds on them, even to the point of firing a catapult which all of a sudden mysteriously looses its accuracy! However Nick achieves just as little.

Turn six and the last round of what is an uneventful game. My luck has fled me and a successive series of bad dice rolls sees me fail to kill off the waywatchers, lord, and wildriders… With not much left to do the game ends with a minor win to me, but only just

11-9 to my desert Prince

In the aftermath I had some terrible luck in the ends turns. Failing to clear out potentially 7-800 points, all of which I only needed to cause 2 or 3 wounds total to finish them off wasn’t the best outcome. My head wasn’t in the game and I went off in search of some caffeine, sugar and my luck baseball cap. It could have been worse. I could have lost to the tree huggers!


Game 2 – Empire – Rory Finnemore
Blood and Glory

I hadn’t played Rory before but we had come close at Horned Rat earlier in the year however. Rory had bought along his breathers for me to turn into corpses. He had a steam tank, single cannon, helblaster, a unit of crossbowmen, 3 chochobo riders and a huge unit of 15+ inner circle knights loaded with all of his characters, including a wizard, priest, general, and BSB. Interesting, and by interesting I immediately knew what needed to be done. Magic/catapult off the steam tank, shoot the crap out of the chickens, and draw Rory into a fight with my Tomb Guard.

I chose the table sides and picked up the one with a building about a third into my left side. This would help hold my flank. I set up with this in mind, with the standard chariot on the flank, Tomb Guard centre, archers holding their flanks and artillery at the rear. Rory deployed his knights front and centre, chickens on my right flank opposite the Ushabti, and crossbowmen with a level 2 mage opposite my chariots. I won first turn roll off.

Turn one was a pearla! Some fiddly manoeuvring about to get some angles right was all of my movement. I cast light of death on the chickens first up, which Rory let though? It managed to take out a Chochobo rider and then bounced to his knights which shook it off, it then bounced to the steamtank causing a few wounds, then bounced to the canon causing 2 more wounds, then the hellblaster suffered 3 removing it from play! The only unit I didn’t effect was the crossbowmen, except they decided their little hearts weren’t in it and ran from the carnage… Ouch. The Ushabti caused a few wounds on the chickens and my catapults managed a further wound on the steamtank. I used my horse archers to clean up the last wound on the cannon. Rory put 2 wounds on a catapult with his steam tank. Not to be outdone by my massive first turn magic, Rory casts a comet centred near my Tomb Guard, archers and Hierophant bunker. When I say outdone, I’m referring to killing Rorys army, as he proceeded to miscast and blow himself up, taking out the back rank of knights thanks to a bunch of st10 hits! The rest of his army moved up the board and the crossbowmen found faith in Sigmar again returning to the fight.

Turn two started with me positioning some horse archers in the way of everything. I moved my chariots forward to work up to a charge on the crossbowmen. Archery fire spent its time working on the knights and chochobos as did my caskets, although Rory put some effort into shuting them down this time. The steamtank piles on up and fires its cannon at my catapults but falls short. Rory moves his knights around and indicates that he thinks his only chance now is to commit 100% thanks to my overwhelming ranged firepower. It is nice to know the underlying build is having the right effect. By the end of turn two the stage is set for a showdown between deathstars.

Turn three begins with me declaring a charge with my chariots vs Rorys crossbowmen. A stand and shoot does little but I do loose a chariot to a dangerous terrain test! I place a unit of horse archers in the war of Rorys Knight bus so that they have to charge them, and if they do, they expose a flank unless they combat reform. My magic was of little effect this turn, but I did manage to get a smiting off on the Ushabti, which had moved into occupying a building, along with their banner. They proceeded to shoot the last chicken off the board securing the flank. The chariots rammed home cause a lot of casualties but Rory held on thanks to steadfast rule. Rory charged my horse archers with the Knight bus and reformed to face my Tomb Guard Hoard. He was now committed stopping only a few inches away infront of me. The comet comes down in the magic phase and causes a few wounds here and there, but nothing that worries me much that I can’t heal back. His steam tank also ran over some skittles on my left flank after I managed to take another chunk of wounds off it.

Turn four starts the showdown. The Tomb Guard now charge into the Knights, thus denying him any lance bonuses. The Ushabti pepper the steam tank with missile fire as do my catapults, reducing down to 2 or 3 wounds. Rory has had a unit of outriders hiding behind a hill all game so I move my remaining horse archers up to start shooting it. There is nowhere left to hide. The magic phase is good and I manage to get a smiting off on the Tomb Guard, but miss the cursed blades, which is dispelled. The two remaining chariots slog it out causing a few more wounds, and Rory manages to fluff all the return blows. He then fails his stubborn break test and I run them down. Moving over to the key combat we start slogging it out. There is a bunch of characters in the front rank which is annoying for me as they are all high WS and I did not manage to roll any 6’s to KB any. Added to that Rory gets some buffs off causing me -1 to hit and other annoying things like that. I do cause a few wounds on the regular knights however and win the combat by a small about. Rory makes his cold blooded Ld check and is ok, thanks to his Hero...

Turn five begins with not much left to do but work on the combat between Deathstars. I shoot the outriders some more with little success, and manage to miss with both catapults on the steamtank. Infact I think one misfired at this point and blew itself up. Magic phase was filled up with me trying to buff the Tomb Guard. I get fail to get cursed blades off again but smiting persists. Another slog out and the combat is a minor win for Rory thanks to some tooled up characters. He dosn’t have many knights left anymore and his L4 mage has to step up into the fighting rank. Omnomnomnom. In rorys turn the Steam tank comes to the party to add its weight to combat. Rory starts buffing his knight block with all sorts of annoying spells again. The result is close to a draw, however I manage to put a few wounds on the L4 mage and reduce his knights down to champion and banner. I’m down to 2.5 ranks now and loosing attacks.

Last turn, and I am already up on VP. With little to do except try shoot some outriders we move quickly into magic where I finally get cursed blades off. This round of combat is decisive as I manage to move my Prince across to the steam tank and kill it, along with landing killing blows on all Rory’s characters! He fails his ward saves for his general and almost the entire unit is wiped out in a single round, netting me his BSB, mage, and Priest. His unit champion survives and runs away denying me the 400 odd vps for the unit. This pretty much ends the game and nets me a major victory. 

Result 19-1 to me ol’ bones

Rory confirmed afterwards that he made the decision early to commit, as both of us had to break the others death star to stand a chance at a win thanks to the scenario. We talked about this a bit and I mentioned that was exactly what I wanted. I had deployed the rest of my army to attempt to draw/bait his main block into a protracted, yet unsupported combat grind which I knew the odds where in my favour. Rory was pretty unlucky with my first turn but that’s what happens when you let through light of death uncontested!



Game 3 – Chaos Warriors – Ross Hillier-Jones
Objectives

This scenario is based around objectives place at 18” intervals along the centreline of the table. At the beginning of the game, after both armies have deployed a randomly determined objective is removed leaving two. Each is worth an additional 400vp and can only be captured by infantry 9inc monstrous infantry). When I looked at Ross’s list I wondered if he had read the player pack, as he turned up with only one unit that could claim the objectives! Ross and I had played a few times before. Last game was Equinox where we fought last round for podium spots, with my Tomb Kings eventually coming out on top with a 13-7 win. Ross bought along a knight bus, frenzied warrior block, disc lord and helcanon. A few dogs and marauder horsemen rounded out his mix.

Deployment followed the rules for battleline and we both deployed out plays. My Tomb Guard went front and centre as to allow me to quickly redeploy to contest all three objectives, not knowing which would be real. I then ensured each objective on the flanks had 2 units that could capture them. Ross deployed similarly front and centre supporting his warriors with knights on one flank, and helcanon on the other. My plan was to redirect the frenzied warriors out of contention and make a play for both objectives. His army was supported by a pair of shrines.

Turn one was won by me, and objectives where revealed to be centre and left. This was great as my deployment favoured these two. My chariots where on my right which would make a great flank denial unit in this match up. I started by moving up aggressively on both objectives and holding back on my right. My artillery targeted his helcanon, scoring a direct hit, but rolling only 1 for multiple wounds. I shot off some dogs and marauder horsemen and targeted the knights with the Ushabti. Magic was a case of casket of souls hitting the knights and helcannon. I scored a few knights but the helcannon shrugged it off. Ross also move up aggressively trying for early pressure no doubt. The helcanon got a hit on a catapult, but caused only 2 wounds. His disc lord got to 24” range of my Tomb Guard an attempted to gateway them, which I promptly shut down.

Turn two started with me putting pressure on the left which resulted in an uncontested flank as I shot up the marauders and dogs there. There was a building in between his knight and the flank which I put the Ushabti in. This gave them good range to target his disc lord, successfully putting the first wound on him. My Tomb guard stayed their place changing face to ensure any charge from the knights would be to the front. I then placed some horse archers infront of the warriors to redirect them away from the objective. Magic then seen me target the knights with my casket of souls, which vastly reducing their number, but my catapults failed to find the mark. Ross charge the horse archers in his turn with the warriors, but didnt committed his Knights into my Tomb Guard. The resulting combat would have been rather brutal for the knights. Ross got a gateway through and I nervously watched as he rolled for strength. Seven! Thank Ptra, an 11 or 12 could have lost me the game. I lost about a dozen Tomb Guard, but no big deal.

Turn three comes about and I move my Ushabti out of the building and behind his knights. One of my skittle archer units scoops up the objective on my left and then moves into the building that the Ushabti had just vacated. One of my catapults manage a hit whilst the other decides its had enough and falls to bits. The hit manages to cause a few more wounds, so I fire the Ushabti into it and finish it off. I target his Sorcerer Disc Lord with my caskets and one manages to get through, and with only leadership 8 the surfer gets eaten up by the light, denying my Ushabti another disc scalp! Meanwhile the Tomb Guard had charged into the Knights and proceeded to wipe them out in a single round. Archery peppered the Warrior unit which was running off to the right thanks to frenzy and redirection. The game was almost wrapped up at this point.

Turn four sees me move onto the other objective with my Tomb Guard and threaten the rear of the warriors. The Warshrines are now my targets and take a lot of missile fire in my shooting phase, along with the caskets light of death trying to find their mark. I pick up one of them for good measure in the end whilst lining the other up for a 5th turn charge with my Ushabti. Meanwhile my chariots have found a flank to threaten and the Warriors are now pretty much surrounded and about ready to be crushed. However unfortunately Ross got the call from the Mrs and had to bail. A quick calculation and I already had over 3000vps and lost about 160, with almost no chance of the Warriors surviving since Ross had lost all his support. The game was wrapped up with a solid victory to me

Result 20-0 to the sands of time.

So after the end of day one, and a  rather slow start I managed to pull it back and finish top of the table on day one with 50/60 points. Second top was Simon Kwok and his Ogres with 48/60. Day two would start with us facing off in an adaption of watch tower scenario, called king of the hill. A rather unfortunate turn of events for me as the scenario favoured his army considerably, and Ogres are not exactly a good match up on the best of days. I return to my hotel and start paying homage Ptra. He advises me the Sky City Casino is better off to receive my patronage…