Showing posts with label Empire. Show all posts
Showing posts with label Empire. Show all posts

Wednesday, 5 June 2013

Southcon Battle Reports


Six games. Two days. 2500 points and 14 players. It wasn't the largest field but we got some familiar faces turn up and and most armies represented

Game 1 - Raymond - WOC

Raymond had 2 regenerating Chimeras, a Tzeentch Sorcerer on a disc, some gorebeast chariots and a Hellcannon. No Skullcrushers! Scenario was dawn attack

My Hellcannon killed his on turn 2, Magma cannon picked up some wounds on a Chimera which was finished off by some hobgoblins, and my K'daai rampaged around until it burnt itself out turn 5. Prophet managed to avoid going down a hole early in the game. I had a hard time dealing with his unkillable Tzeench Sorcerer so just avoided it for the most part. Pretty good game for me with the Hellcannon picking up a few valuable kills and not a lot going wrong for me. 17-3 win


Game 2 - Rhys - WOC

Rhys had dual Chimeras as well, but they where accompanied by 2 units of skullcrushers, and an unkillable Tzeentch combat lord. The scenario this time was meeting engaement.

I had terrible luck with the Truck, K'daai, Hellcannon, a hogoblin hero and a unit of hobgoblins not even starting on the table! I got first turn and moved things on anchoring around a building. Magma cannon failed to do anything all game and got charged by a Chimera. A unit of 3 Skullcrushers failed to restrain and charged into my K'daai. they caused 4 wounds and in return Bowser killed 2 of them. They fled and got away. Next he was charged by the unkillable lord. Not only did blazing body managed to wound and get past the 1+ 3++ rerollable, But I scored 3 wounds with his attacks, two of which made it though. Job done, Bowser burnt himself out! Hellcannon came on song later in the game picking off a Chimera, with the other dieing to the Prophet on Great Taurus. In the later stages of the game I surrounded his unit of 4 Skullcruchers and triple teamed them with Truck, Taurus and BC. His warriors ran out of range. Things where going terrible until I killed the unkillable, and then the game changed entirely. 20-0


Game 3 - Mal - LMC

You all know Mals normal ETC restricted list. Yeah. Skink cloud and death by a thousand papercuts. Scenario was watchtower worth 1k points...

I threw some hobgoblins in the tower first up and figured my only chance for a draw/narrow win was to hold the tower and try thin the cloud with the Truck. Well one truck is not enough. K'daai dies to poison, mobility of Prophet allows him to survive. Infernal guard die to final transmutation. This is the match the Chaos Dwarfs struggle with. Some funny moments where both Mals Scar vets go stupid wanting to charge, but with so much poison in the army that ignores some of my defence, backed up with metal magic this was always going to be bad. 0-20 loss and the first time I had been on the receiving end of one at a tournament...


Game 4 - Alan - Empire

Alan had cannons. Lots of cannons. Some empire duders in there as well. Steam tank, 2 cannons, 2 hellblasters, a hurricanium and an Alter. pewpewpew... Scenario was a capture the flag worth 700 points

Well helcannon got a few wounds on the steam tank first turn, and wolfies ran at a cannon. My Prophets ride got dwellered turn one, so turn two I ducked him into the Infernal guard, just so he could roll a 1 on his LOS and get cannoned off anyway... Steamtank also picked off the hellcannon turn 3 or 4. K'daai shook off a cannon to the face and then RAMPAGED. It picked up a halbadeirs unit, steam tank and some chaff. The truck ate a hellblaster for dinner and then dined on the War Alter for desert, and the BC chased off the great swords after Alan elected to flee from Infernal guard. Wolfies picked up some cannons and chased off the great swords. A convincing 20-0 to me after all but tabling Alan (he had a unit of knights that had failed 3 charges vs hobgoblins in the game). K'daai lives!


Game 5 - Darren - Daemons of Nurgle

Epidermus, a GUO, blocks of plaugebearers and  beasts. Was looking forward to facing Darren as i wanted to see how well I could do against this list. 

I hid my banners in buildings and basically cock-blocked half of his army whilst going to town on the big unit of plaugebearers in the middle with the BSB and a banner. The intention was to break him early. Epidermus and the GUO hid behind a building for most of the game not wanting to come out and play with my Hellcannon. Truck tanks a unit of 6 beast, and then gets some help later on from the Prophet to clean them up. Darrens other beasts take 2 turns of combat to finish of the flame cannon, and then spend the rest of the game trying to deal with the Hellcannon. He gets it on the last turn but only just. I fly over and zapp Epi with the prophet and Bowser runs away from the GOU thats come out to play since the Hellcannon is tied up. A convincing 20-0 win 


Game 6 - Basil - VC

Last game is against Basil and the black night bus blender lord. Zombies, Ghouls, Black Knights and a full size unit of Hex Wraiths. 

Hellcannon lands 2 shots on the Hex Wraiths wiping them out. K'daai runs down the right flank and bogs down in some Zombies for a turn. I manage to ash storm the blender bus 4 times in the game with the hobgoblin wolf heros redirecting the other two. It never makes it into combat. I get a curse of Hashut off on his Lord and roll double 6 for the hits (netting me 7) he only has a 5+ ward but then again I only score one wound on a 4+... lucky! I pick off all the other characters and avoid any manage to outflank Basils army to net me a 14-6 win. Tough game but we both enjoyed it.

So finished overall in 2nd place and no Chalice of Blood and Darkness in sight. Had to be said.
Didn't face any Ogres this tournament nor Skaven which would have been telling. I've got some new ideas from the games I want to try before the ETC.

Thursday, 21 March 2013

Equinox Roundup - Battlereports


Last weekend I had the pleasure of attending my first singles tournament of the year being Equinox. I took this as an opportunity to practice for the ETC later this year and entered a Chaos Dwarf army based on the Tamurkhan Books Legion of Azgorh. After running them at the NZTC earlier this year I was looking to get a variety of games in against a host of the other slave races, and not just Daemons.

The event was an interesting one in that we had 4 games on the first day, followed by a break on Sunday morning and 2 games in the afternoon. Something to do with a booking cock up from the Auckland Council.
The draw for the first round was published a few days before the event and we went in almost blind with none of the lists readily available pre tournament.


So the first settlement I came across was James Brown and his Ogres. James had been playing the good game all week with the "pre tournament smack" and had even gone as far as starting what can only be a new additional sideline competition going forward. The Battle of the blogs was on an New Zealands top Warhammer Celebrity would be decided this weekend. 


Lining up opposite me was all the usual suspects except this build had a tonne of fire wards. James, where you expecting my company? Being a crafty little Jafa, James lined up his little fatties all in a row as to minimise any magmacannon pain coming his way. James then lucked up and grabbed first turn, getting off a 2D6 fireball and taking out my Magmacannon first turn, followed up by laser guided cannonball taking out a Death Shrieker Rocket. To add to my misery a hobgoblin unit decided to leg it after failing an animosity test. I got my own back with the other Death shrieker rocket taking out the Ironblaster. The game was them spent with each of us out-maneuvering each other with me avoiding the Gutstar with the Bowser the K'Daai and James avoiding the K'daai with the Mournfang. Henery Khan managed to run around all game picking up heroic 1v1's with Sabre Tusks. The little (hob)goblin that could...This resulted in 10 slaves captured and 10 getting away. A draw in anyones books


Game two was against Russell and his VC. Normally not a very good matchup for the Dawi Zharr but in this case I wasnt to realise till after "what could have been". Russell had a Terrorgiest, or what I like to call it, no.1 top priority to kill. He also had a Black Knight Bus loaded up with leaches, and some skittles and what not to match. After taking out the no.1 target, my artillery spent the game working on dropping the numbers of skittles. Some timely casting of ash storm stopped them coming back. I fed the Bus with Henry first, followed by the Bull Centaurs whilst I ran around the back of the bus with Bowser and the Prophet after it survive a "going down the hole" roll. Meanwhile, my hobgoblins decided it was time to leg it again, and fled from the oncoming Ghouls. Early in the game Russell miscast and feedback caused wounds on a bunch of his characters allowing me the ability to snipe his BSB with curse of Hashut. This resulted in me picking up 12 slaves to his 8. After the game Russell pointed out that he had the flaming banner on his Bus, and only mundane weapons on the characters in the bus, and wondered why I didn't change in with Bowser. I had no answer except top bash my head against the table...


After kicking myself some more it was time for me top face Mike Stewart, a future (and past) team mate of the upcoming ETC. We had a mission this time, King of the Hill!. Mike had Empire with only one chicken Knights, however there was 2 cannons... Knowing my armies worst enemy was on the board in the form of cannons, I decided I would try just running at him. Yeah I want to be an Ogre deep down and push everything forward. A rolled up first turn and after hiding behind a hill I flew up the prophet and zapped a cannon with a 2D6 flaming wrath, but only picked up 2 wounds. I then finished it off with a Death Shrieker. Henry ran up the right flank into a grap shot from the other cannon. Meanwhile Bowser steamrolled right into the Halberdiers bunker with the L4 caster in tit and spent the next few turns grinding it to dust. I left the Great Swords alone whilst leading around the chickens until the Prophet could come over and deal with them. I sat some hobgoblins on the hill after chasing of some archers and collected myself 19 new slaves for the trouble, letting one get away. Damn it I still can't believe I didn't pick up on the flaming banner in the Black Knight Bus...


Game 4. Game on. Lining up opposite me was Rob's Chaos Warriors made up of many classic miniatures from GW's hay days. Looking good Rob. I started out by landing a perfect magmacannon shot on the trolls, removing 4 out of 5. The last one then spent the game hiding behind a hill whilst the cork come out the magmacannon and it blew itself up. The Hellcannon was dropped first turn to a combined Death Shrieker attack and I started pushing a refused flank in the hole I had made. I loose anothe Death Shrieker to a msifire and the Prophet survives another "down the hole" miscast  after zapping the Tzeentch Sorcerer Bowser then makes contact with 18 Warriors and a L2 sorcerer and cleans them up. Robs Tzeentch lord then ties him down for the rest of the game and I throw Henry under the skullcrushers to save them contacting Bowser. I pick up 13 slaves for my efforts.


Game 5 and a new venue. Tom is next up and another Ogre matchup to contend with. I start by giving Tom, a former ETC player and stuntie player a lesson on what it feels like to line up agaisnt a classic Dwarf deployment... Yeah I turtle up in the corner. Fist turn and another perfect Magmacannon shot. Bye bye Ironguts. I take 4 wounds off the Ironblaster but don't finish it off. In return Tom uses it to take out the Magmacanon. Tom tries to entrap my K'daai but I manage to get it in behind his lines. My Prophet takes out Toms "Bruiser who thinks he's an Arabian Prince" and overruns into 2 mournfang. A timely ashstorm stops the 4 mournfang in their tracks. I try make an Ogre sammich (between Bowser and the Prophet) but Tom bails all his chars into the Bulls before Bowser gets in to finish the ironguts. Tom lets me have a hardcast Burning wrath which I then roll up 12 hits on the remaining 4 strong Mournfang, killing 2. This however allows Tom the ability to charge my warmachines as Henry is no longer redirecting them. The Mournfang clean up a Death shrieker before overruning into the other one, which in turn allows me to charge the fangs in the flank with my Infernal Guard breaking them. I pick up 16 slaves for my troubles this game.


Last game and I am matched against the undefeated Ross and his Warriors of Chaos. He has a nasty list, including Skullcrushers, chariots, and the unkillable Tzeentch disc lord, not to mention that Nurgle Daemon Prince build we all love... Split deployment sees my Prophet and Bowser lined up opposite Ross's Helcannon and Daemon Prince. I get first turn and push up the flank with them. The DP and HC are out of range of the Death Shriekers so with the help of the Magma cannon they take of the Chimera instead. I zapp the DP with Curse of Hashut and take a wound off. In my second turn Bowser charges into the Hellcannon whilst the Prophet flies in behind the DP and zapps it again. Ross throw 6 dice at it to dispel, and rolls a 1,1,1,1,2 and 3... yeah. I cause 5 wounds in which he saves one. Bye bye DP. I fireball off some chaff and shoot some dogs. Poor puppies. Meanwhile, both Hobgoblin units feel that things are going so well that they are not needed, so leg it... again... and the magmacannon kills 4 or 5 Warriors each turn before the Tzeentch lord takes it off. The warriors flee the field. At this point Ross is felling extremely under the weather and asks to call the game. The game is called and we work out I have captured another 16 slaves all up. 

So that ends my first outing with the Dawi Zharr in a singles event, and with well over 40 attending I pick up 1st place over all, after the tie breaker with Ross. Not a bad way to start the year. I am happy at how the Chaos Dwarves are preforming so far and got some good practice in for the ETC later this year. The tournament was very tight at the top, with Dan Butler (WOC) out scoring me on battlepoints but with an unpainted army, and 13 points splitting the top 22 players!  I bagged 84 slaves out of a possible 120 so I hope the tower masters will be pleased. 


Saturday, 2 March 2013

NZTC Recap - Day 1

So a few weeks ago New Zealands WHFB community descended on an unsuspecting hall in our capital city for the first inarguable New Zealand Team Championship, and what a success it was!

Huge thanks to Pete for organising this event!

I was invited to attend by some friends in Christchurch, on the condition I would captain the team. Alan, Damon, Mike and I rocked into the capital with Empire, Lizardmen, Orcs and Goblins, and my new army Chaos Dwarfs. 

Our army composition was not really based around any great strategy as a team. It was more a case of Mike was bringing Orcs and Goblins regardless, Alan only had Empire, Damon wanted to bring Wood Elves, leaving me to fill any perceived gaps. Mike had a list that he refused to change, not for a lack of trying by the rest of the team! Alan only managed to paint up 4 chickens, and after some discussion at Guardcon last year, Damon opted for pink lizards! over the woodies. This left our team with two armies which where more conservative in approach, and one that should be a good kicker for short wins, (despite its lack of Doom Divers...). We really needed something that could chase the big wins, so I took the opportunity to try out my Chaos Dwarfs. I geared the build to specifically take on Daemons, as I suspected most teams would roll out triple letter lists. It gave the build some inherent difficulties playing cannons, which also meant avoiding Ogres, which would be another big contender.

So Round one we drew Cut the Mustard. We thought this was favourable to us, but the one problem was the Ogres. 2 cannons meant the CD needed to avoid Ogres. However the other three armies that was a favourable matchup. 
We ended up with the following:

Chaos Dwarfs vs Vampire Counts
Orcs & Goblins vs Daemons
Empire vs Ogres
Lizards vs Wood Elves

Mike got a solid victory going 12-8 over the Daemons. Damon scrapped out a 13-7 win despite not being able to finish everything off. Alan got overrun by the Ogres 0-20. We really thought he had the big high strength blocks to win combats. I pulled a lucky 18-2 win over the VC. I managed to double flank the infantry blocks and used the artillery to decimate them before wiping them out on the charge. A good round overall and a nice first outing for the Evil Stunties (it was my first game ever with them!)

We finish the round 43-37. We where looking for more here but didnt expect the complete collapse of the Empire/Ogre match. 

Second round was drawn and one of the harder matchups came to fore. We got the Nerdymen and what was going to be not the best round. My Chaos Dwarfs needed to avoid Rory's VC, his bus and general would just steamroll my entire army by itself. Nobody else wanted to face the Daemons so that was the perfect match. Mike got the Warriors which was a good match, and we threw Alan to the Ogres again. Hopefully this time he would have some better luck and get a draw which his army should be capable of. This left Damon to the VC, and with lore of Metal and being able to pass off miscast to Rory's lord, we thought we had got a good round of matchups.

Chaos Dwarfs vs Daemons
Lizardmen vs Vampire Counts
Orcs & Goblins vs High Elves
Empire vs Ogres

Once again Alan had a terrible game against the Orges. He really needed a second unit of Chickens. Some more terrible luck but managed to conserve 1 point with a 1-19 loss. Mike played a great game again and only went down 9-11. With some doom divers he could have collected a 12-8 win easy, well not according to him anyway. Damon's stratergy collapsed and the Knight Bus got through unmolested. I had a fairly easy game with a really favourable matchup. Daemons de-materialised to the artillery, I held up the blocks and worked one at a time, finishing them off with double charges by the Taurus and Kdaai. 19-1 to me

We finished round to going down 35-45. Not to bad, definitely could have been worse. If we had the right build (read Doom Divers) we would have tried to get Orcs vs the VC, giving Lizards the Ogres. 

Round three and half way through the long day. Kapiti Krushers pop up on our radar and another challenge for our team. We angled my Evil Stunties to the Daemons again, nobody wanting to take on the triple letter hoard but me. We tried to get Mike the mirror match, and put him and Alan up vs the Orcs. Damon took the match vs the Darkies in the end

Chaos Dwarfs vs Daemons
Lizardmen vs Dark Elves
Orcs & Goblins vs Warriors of Chaos 
Empire vs Orcs & Goblins

All in all a good draw. Only thing we really wanted to change was swapping the matches for Mike and Damon. Cant have everything go our own way however. I had another great game, controlling the board from the beginning of the game and working on one letter hoard after another. 19-1 win to me. Damon had a terrible turn of events in the last turn or so, with a critical combat that should have been in his favour turning against him with him going down 3-17 instead of the opposite number. Massive last turn swings thanks to mindrazor... Mike didn't have any luck in his match either, with the Warriors of Chaos being to fast for his army and taking the flanks and the eventual victory 1-19. Alan on the other hand took a steady hand and notched up 14-6 win against the Orcs. 

So this round finished with our team losing the round by three points 37-43. Thanks mindrazor! Not.

So we go into the last round of the very long day. We havn't gone down big in any round but havn't managed to climb out from practical draws. Seams we are not the only ones. The team games have a away of evening things out it appears. Team OMEN is next in our crosshairs and we are looking to get this one right. Once again I looked to avoid the VC list with its Vampire of Doom, and the Empire list with all its cannons. We thought the OnG would be a good match here despite the lack of Doom Divers. We aimed to get the mirror match with Alan. The round broke down to the follwoing:

Chaos Dwarfs vs High Elves
Lizardmen vs Dark Elves
Orcs & Goblins vs Vampire Counts
Empire vs Empire

I was not looking forward to this. Not only was it the 4th game of the day, I had managed only 5 hours sleep the last night. I turtled and threw some dice about not expecting much, as the High Elf match was not good for my list. But when James failed a few charges, and I managed to kill his dragon with rockets, things looked up a little. My Infernal Guard dealt to his BSB on eagle who was left to fend for himself thanks to the failed charges, and my hobgoblin archers shot the High Elf general that was now dragonless after fending off eagles in combat! Not only that, James fluffed the white lions combat vs the K'daai, allowing it to got on a rampage. I still don't know how I got a 19-1 win. Damn lucky dice. Alan and Joels Empire off resulted in a predictable 9-11, with Mike leaping to new strengths pulling a nice win from the VC 13-7. Damon discovered the Cold One Bus was immune to his magic but despite than managed to get the 11-9 win. 

The round finished as a nice, although unexpected win 52-28 to us. Great way to finish the day. We had gone in thinking 40 would be nice. Luck still has a lot to do with this game 

So day one ended with us on a grand total of 167 points. I think this was top half of the table. Not to bad considering our lists. Like I said I thought we would be gunning for 5th to 6th place and was happy to with our first day haul. We headed off home very tired and hungry. We all had a sneaking suspicion we would be playing the Von Trapp family next round...

Friday, 1 February 2013

NZTC - team Shaken, not Stirred

Well its the first of the month and we are now two weeks away from the first ever New Zealand Team championships! So you know what that means. Smack talk time....



There are 10 teams entered into the event, to be held in Wellington on the 16th and 17th of February. There are some very strong partnerships attending including a combo from across the ditch. I welcome our Kangaroo cousins to the bottom of the tables...

Having been invited into a team and promptly made captain, I present to you:

Shaken not Stirred:



Our first team member is Alan Redmond, which will arrive in all his glory, leading the grand army of the Empire to a tabletop near you. With a  couple of lazy cannons and some chickens he is sure to keep the local population happy.

Mike Stewart is our second team member. Hailing from the swampy badlands outside of Christchurch at the head of a Savage Hoard of Orcs and Goblins, he is eyeing up last nights dinner whilst holding onto the chains of his pet squigs

Damon Quaid rounds out the last of our Christchurch compnent to our team, fresh from the Southern Jungles on New Zealand. Damon has been working on multiple new poisons for his skinks all the time contemplating what pie to eat for breakfast for the last 4000 years. 

And lastly there is me. My legion of Dawi Zharr is coming for you. I am short of slaves down here in the desolate plains of the south and I drag behind me devastating weapons powered by the damned themselves whilst riding to war atop a daemon of fire and fury.


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…  

Tuesday, 12 June 2012

Southcon 2012 - Day 2 Battle Reports

Day two started early again, but this time I had had a good night sleep, and travel time was a much shorter 10 minutes as opposed to the 2.5 hours in the wee hours of the morning with little sleep prior (Stupid D3). We had been given the draw last night before we left so I took the opportunity to revise some rules relating to the watchtower which was the next scenario. I was playing Raymond and his Empire list, complete with cannon, steamtank and a bunch of knights.


Game 4 – Empire – Raymond Wallace
Scenario: Watchtower

I was in two minds going into the first match of day two. Raymond is a good player, but I only had experience playing him with his Skaven. The watchtower scenario is one of my favorites, as Tomb Kings has a lot of answers to taking and holding the tower. I was, however not expecting Hermy to survive this game. Raymond had a single cannon, a Steam tank, two units of Knights, one of which was inner circle, a large block of halberdiers with two small detachments, two units of crossbowmen, a War Alter, BSB, level 4 mage and a monk. Raymond won the roll off for the tower, which I was happy enough with as It game me first turn and a chance to hide Hermy and put some wounds on his steamtank.

My plan was simple (simple plans work better!). Shoot out the unit in the tower, capture it with my Tomb Guard, and target his artillery early. I would then pick off his chaff and work on the knights with magic.

Deployment was a little interesting. There was a second building in on the table in my deployment zone, roughly 12” away from the watchtower. Raymond set up mainly on his right flank, with both units of knights off to the extreme right, flanked only by a canon that was trying to get line of sight to my casket and Hermy. A large block of halberdiers made up his centre and the steam tank centre left. I deployed 20 archers with my hiero in the building in my deployment, and the Tomb Guard smack bang in the middle ready to assault the tower. They where followed up behind by the Necroknights, and flanked to my left by 2 small archer units. I hid the casket and catapult from the canon on my left, but didn’t bother trying to hide from the steam tank since it could reposition. Hermy sat behind the building and my scouts set up behind another building close to the canon. I got first turn due to the scenario.

My turn one started with advancing the Tomb Guard to within a few inches of the watchtower. Hermy pushed out keeping the watchtower between him and the canon, but exposing himself to the steamtank. My Knights moved across behind the Tomb Guard to protect the flank. Magic achieved my goals of putting a couple of wounds on the Steam tank, however my catapult missed. I shot all the men out from the watchtower without effort and moved the archers I had on my right flank around. My horse archers managed to put a single wound on the cannon. Raymond responded by misfiring his steam tank, and putting 2 more wounds on it. He advanced his knights up to try counter my horse archers. His magic phase seen him target Hermy with some fireballs and banishment, but only achieved a single wound. His canon got a shot off on my Knights killing one.

Turn two sees my Tomb Guard take the tower. Raymond will have to put a huge effort into moving these guys, however I had expected him to move the halberdiers up to counter. Still plenty of turns left in the game. My horse archers put a further wound on the canon and Hermy sets himself up for a third turn charge on the steamtank, Magic took a few more wounds off the steam tank however the catapult misfired and took a wound. It would miss next turns shooting. Raymond managed a charge on one of the horse archers removing it from the board. Once again he didn’t advance his halberdiers up and I concluded that he had resigned himself to capturing the watchtower. In his magic phase Raymond directed a fireball and banishment on Hermy inflicting a further two wounds. His canon fell short of my knights, however his steamtank was on target vs Hermy removing the final two wounds. Bye bye Hermy =(

Its now turn three, and after analyzing the situation I’m starting to realize I will need to change my battle plan if I want a big win. For the moment I leave the Tomb Guard in the tower as I need to remove the steamtank from the game or I would allow Raymond to effectively block the Tomb Guard achieving anything. I advance some archers up and shoot his crossbowmen up. Raymond passes his Ld test for Light of death thanks to his 18” range generals leadership. The horse archers shoot the cannon to try take the last wound but that last lucky six is nowhere to be seen. Raymonds turn sees his knights move up the left flank with his BSB in, and the steam tank powers up with 4 points which he uses to move it into position. He cleans up the other horse archer unit with the other knights. His steam tank fires and catches two necroknights in the flank, and his other canon takes off a further one. His magic phase does little but send a few Tomb Guard back to their graves. With my Knights depleted I make the decision to abandon the tower with the Tomb Guard

So Turn four starts with my Tomb Guard leaving the tower, and I move 20 archers up to take it again next turn. My knights reposition to protect the tower as they are still a threat to Raymond. I heal up the Tomb Guard and Knights with some magic. I try for a light of death on the Steam tank but it gets dispelled this time. My catapult however lands a direct hit on the tank and takes off the remaining 4 wounds. Raymond reforms his unit of knights that are deep into my left flank to face off the necroknights. His halberdiers reform off on an odd angle as Raymond places one of his detachments between my Tomb Guard and him. Raymond throws some magic at the Tomb Guard but I dispel it all. His canon misses its shot.

With two turns to go I am hoping I have not waited to long to make my move. I press forward with some archers to try pick off the last wound on the cannon, and charge his chaff unit in my way. I withdraw the Necroknights as I do not want to give up their points. Catapult does little (I think it misfired again) but I get a light of death off on his closest knights block reducing them to 4 + the BSB. The Tomb Guard predictably massacre the chaff unit and I elect to reform to face the halberdiers. Raymond responds by his BSB bailing out of the knight unit and heading for the safety of the other one. His halberdiers now pinned with no way out, Raymond moves his General into BSB range. Raymonds cannon now has no shot, so he moves it back to keep out of archer range. In the magic phase I get the double again of fireball and banishment, however I let the fireball go through as it was only 2D6 (as opposed to 3D6 for banishment) as I only had enough dice for one. I suffer a couple more wounds and I am left with 2 knights.

Its now the last turn, and there is still a chance Raymond can manage a draw or a narrow win if everything went right for him. I reoccupy the tower with a 20 man archer unit. Hopefully I have enough bodies to absorb a fireball and banishment. My necroknights continue to fall back to my deployment zone out of harms way and my Tomb Guard charge into the halberdiers, leaving me with only two rounds of combat to break them and make a decisive win out of the match in my favour. My archers edge up but I only manage to get one unit in range to shoot the cannon. These guys manage the lucky six required to take the last wound. My catapult has nothing to shoot at so I attempt a sneaky shot at his larger knight unit to see if I can cause a casualty and make them run. No success here however my magic phase was a little better, if not a double edged sword. I needed to get the timing right to draw out Raymonds dispel dice, along with making sure I got 3 spells off in a 9/5 dice round. I bluffed first with a 5+ ward which was dispelled, taking 2 dice off him. Sweet! I next try a 3 dice smiting as  this was the least important of the 3 spells I wanted to work. Raymond throws his 3 dice and fails the dispel. Nice. I now throw 2 dice at the -3 Ld Death spell on the halberdiers, knowing that they would be steadfast on 9. Steadfast on 6 sounded much better, however the dice gods where not smiling on me at this point and I fail to cast!. I knew I should have thrown 3 at this and 2 at smiting. Oh well. I chuck the last 2 dice at light of death an remove the last 4 knights on my left flank gaining some extra vp’s. Combat ensues and I predictably win by a large degree but the halberdiers hold thanks to Ld9 steadfast. Raymond has very little he can do bar magic. I was expecting a fireball and banishment into the tower to kill the skittles inside but it never happened, in part due to a fickle magic roll. Raymonds knights cleaned up my archers that had killed his cannon, and we moved on to the last combat. There was a good chance I could break Raymonds steadfast on the Halberdiers Raymond challenges off my champion and the tomb Guard lash our. Thanks to smiting, the mass of attacks and my WS5 create another slaughter. The halberdiers take close to 10 casualties which importantly removes their steadfast rank. They need double ones to live. The dice gods favour turns towards me as Raymond makes a 3, then re-rolls thanks to his BSB to a 9! They flee off the board and I hold fast as the empire turncoats run rather than be cut down.

Watchtower result: 16-4

Victory! All in all this was an enjoyable game for me, as I managed to control the table from turn one. With no attempt being made by Raymond to re-capture the tower I had to re-evaluate my troop priorities. The Tomb Guard in hindsight should have bailed the tower a turn earlier to give me more opportunity to execute the humans. This may have afforded me and additional combat vs Raymonds general or second knight unit. I am happy to take this victory where both Hermy and the knights failed to achieve anything! Star players where the casket, responsible for about 600 victory points alone and the horse archers, who managed to take a few wounds of the cannon, but more importantly tie up both knight units for the first half of the game. The 500 vp for holding the watchtower certainly helped. My next match wouldn’t be so ideal, facing the party train of Ogres again…

Game 5 – Ogres – Darren Urquhart
Scenario: Blood and Glory

I was not looking forward to this matchup. Darren was running something a little closer to the trending net lists. I’ve had a bad run vs Ogres up until the game against Kharn and I find them a very difficult matchup vs Tomb Kings. It would be very interesting to see how the few minor changes would work out against this list. Darren had a Tyrant, but no Slauhtermaster. Instead he had a Bruiser BSB and a single L1 Firebelly. All of these where in a block of 9 Ironguts, supported by three units of 2 mournfang, and 2 units of 6 Bulls. A unit of maneaters with scout and ItP rounded out the units, accompanied by 2 single Sabretusks, and the current orge standard issue Ironblaster.

It was a fairly typical deployment, with me favouring a refused right flank and castled left. Darren made a standard Ogre battleline with his main block of ironguts in the middle, flanked on either side by Mournfang, ogre bulls, and an ironblaster plus unit of Mournfang opposite my left. There was a river running from table edge to table edge on the left, hence why I had favoured it. Darren scouted his Maneaters on my right as I had predicted, whilst I placed mine both near my hieros unit as they would become handy if he got close. I was fortunate enough to draw Black Sun for my Death Priest. I only had a loose plan but essentially I would try and use my shooting superiority to reduce the numbers I faced before committing to picking off his infantry blocks with dual charges from the Knights and Tomb Guard. I would use my magic to remove as many Mournfang as possible early on. Plans change however

I won first turn and there was opportunity for me to charge the maneaters straight away. I had run some basic numbers and it was a fairly even fight, but only if I charged. I committed this early as I really had no answer to the maneaters and I couldn’t let them just roll my flank. I held back with everything else near my table edge and proceeded to manipulate to get Light of death off. I managed a few wounds on the Ironblaster and it jumped and took a couple off the Mournfang beside it. Darren had made the mistake of setting these up outside of BSB and Generals range. I landed a direct hit on his ironblaster followed by the quote “take it off!” Close combat was not favourable to me. I executed the charge and proceeded to kill 3 maneaters straight up. The flurry of attacks back however made themselves felt as my number was also reduced substantially. I won the combat and force a -2 break test on Darren, who passed. Critically he did not reform combat, which would prove crucial in later phases. Darren spent his turn moving up as fast as he could but kept a solid battleline. With only a single level 1 his magic was ineffective. Now comes close combat and Darren realises his mistake as I get to make all my attacks and he responds with half of what he could. This manages to Draw the combat of what would have been a heavy loss for me as Darrens Maneaters fumble around causing little damage. This time he combat reforms bringing all bodies into the fight, but crucially for me a few extra lumps down!

Turn two swings around fast and all I see is a solid battleline bearing down on me with little answer on my side. I execute a charge into the Mournfang to the right of Darrens Ironguts with Hermy. My thoughts here are opportunistic. By sacrificing hermy in this fashion, I may get a lucky HKB off and win the combat, but at worst I would tie up the battleline for another turn pushing main combat deep into 4th turn territory. It would also require a response from Darren as the small 2 man Mournfang would not be easily able to overcome Hermy. At worst I tie Darren up for an extra round, upsetting his attack plan, at best I kill a unit of mournfang. My catapult misses the mark this tunr and light of death manages only to score another wound on the mournfang on my left. In the close combat phase Hermy manages to only receive 1 wound from a mournfang rider, which I fix with a cheaky 6+ save. In return I cause 2 wounds and win the combat, however Darren passes the break test with a re-roll. Over on the right the Maneaters bash away at the Knights and manage to bring another down, and I return the favour with another few wounds. I loose combat once again and crumble a further wound. In Darrens turn he responds to the hail Mary that hermy did by charging both flanks with Mournfang and Ironguts. He cannot wheel enough to make full contact so only manages 1 mournfang on my right and 2 Ogres to my left. The rest of his battleline edges forward bar his Mournfang on my left which advance right up. Magic? What magic… In the combat phase we exchange blows once again between the maneaters and my necroknights. This results in Darren left with 2 mnaeaters, and me with 2 Knights. Combat result looses me a further wound. Hermy, now surrounded by ogres is in the fight for his unlife. The total combined attacks are enourmous, however Darren manages only 3 wounds to the T8, of which I get another cheaky 6! I return the favour by dispatching a Mournfang. I loose the combat due to charge and rank bonuses, and loose a further 2 wounds. Only 1 left…

Its now turn three, and I need to think of something else here. It is likely that Hermy will die, freeing up his battleline to manuver for 4th turn charges. The fight on the right flank is desperate, but even if the Knights die, 1 or 2 wounded maneaters are easy enough to shoot off. Charge the single mournfang on my left with the Tomb Guard, which flees. Now comes the magic phase and I see my opening. The charge I made resulted in my Death Priest being at a very nice angle to the ironguts. I roll above average and thanks to the casket generate enough dice. I throw only a few dice at the casket first targeting the single Mournfang that is fleeing. Darren falls for the bait and uses a few dispel dice to get rid of it. I then throw 6 dice at the small Purple Sun aiming directly for the Ironguts and clipping a mournfang on the way. I don’t get total power, however Darren had already used his dispel scroll earlier so had to throw the 5 dice he had left, and subsequently failed the dispel! I rolled up 8 on the artillery dice and moved the template 24” straight through the ironguts clipping all but 1, and on through the single Mournfang! Darren then managed 2 of the 3 lookout sir’s, failing only his Firebelly. Eight Ironguts where then sucked into the vortex as it passed through, along with the single Mournfang. Darren then checked for panic, rolling an 11! That’s ok as he re-rolls the dice thanks to the BSB, and then berries his face in his hands as he follows it up with a double six… He then has to flee directly away from the cause of the attack, which pusehes him straight back through the vortex again! No look out sir’s this time and his BSB lucks out and goes down the hole!!! Oh but its not over yet… With nothing left to shoot at I fire everything into the 6 orges and leave one behind with 2 wounds. We now fight the close combat with Hermy, now only facing 2 mournfang. They fail their fear test and don’t cause any wounds, but Hermy pulls a HBK out to win the combat, and the mournfang gets run down after failing the break test. The other combat between the Maneaters and Necroknights results in me loosing the combat again, however we now have his maneater champion with great weapon vs my Knight champion, each with 1 wound remaining! Darren gets a turn now and manages to rally his Tyrant and the irongut standard bearer. He also rallies the lone mournfang out on my left. In his magic phase the vortex randomly moved…. Directly over the top of his Tyrant and last Irongut, gobbling up them in the process…. We fight the Champions dual between his maneater and my necroknight, but with mine striking first thanks to his great weapon, I take the last wound off and win the grind! His remaining unit of Ogres had charged into a skittle unit, and we strike simultaneously. Darren manages 2 wounds but the 8 skittles manage to take the last two off him wiping out the unit. The only thing Darren has left is a single mournfang, which I magic off with light of death in my next turn.

Result: 20-0

Ok so one spell decided the game, but helps me discover a way to combat the Ogre Gutstar! I scored a massive 3260 vps vs 70. Darren was gracious in his defeat and took it like a champ. Now I know there are a lot of haters out there over how powerful magic can be, but the counter to that is don’t build death stars. I’m not going to get into this, that’s for an entirely different discussion. I had tried to set up this scenario right from the beginning, and was half the reason I charge Hermy into the mix. But breaking his battleline up I managed to get the right angle to use Purple Sun most effectively, and was one reason I deployed my Tomb Guard over to a flank. There was no way I could have won a combined charge from Darren’s battleline, however the whole preamble of my list modifications was to respond to the changing meta of multi wound High armour units that are now more prevalent in the game. This was the second test in as many days, so gives me something more to think about. I can defanantly see Death magic making further appearances.


Game 6 – Chaos Warriors – Damon Quaid
Scenario: Battleline

Coming off a 20-0 vs Darren set me up very good for the last game. I knew I did not need to make any rash moves or push for victory points. Mal was over 10 battlepoints behind me so a conservative plan was all that was needed. Damon had an all Chaos Warrior list with a knight bus at its core. Two units of Tzeentch Warriors and the Knights rounded out his main blocks, supported by two chariots, a small unit of doggies, and a Hellcannon. One warrior unit was accompanied by a level 1 and a level 2 Sorcerer, including the eye of Tzeentch and the Puppet… His Knights had a Lord and a BSB leading them, and was kitted out with all sorts of goodies like 4+ MR etc
The terrain was a desert map, rather open except for some impassable rock formations on the left side of the table. I won the roll off to pick sides and chose the side that was closest to these. I planned to anchor a defensive formation on these using them to cover a flank. I would create a charge trap and a kill zone making it that if he wanted to engage me he would expose his flank to my Necroknights, as he would not be able to break the back of my Tomb Guard in a single round of combat.

With the plan formulated, deployment went smoothly. I set up with a refused right flank, and Knights in the centre left on the table edge. Tomb Guard where deployed offset facing the opposite table corner and having their flank protected by the rock formations. Some archers covered the gap in the rocks and Hermy sat back ready to counter charge or block any aggressors. Damon had his two chariots on my left as they where the only things that could fit through the gap. His centre was made up with his Knight bus, flanked by the two Warrior units. A unit of doggies ran on my far right with the Helcannon filling the gap in between the chariots and his warriors. I managed to win first turn.

In my turn one I did very little moving. I made some angles more agreeable or possible redirects and moved my horse archers forward within range of Damons doggies. They proceeded to shoot them off. I lobbed some skulls at the Helcannon and managed a couple of wounds, one of which was taken by the crew. Light of death failed to make an impact on the cannon and didn’t bounce either. Damon spent his turn advancing and pushed a chariot up towards the gap. He tried a fireball from his ring at Hermy who was trying to hide behind the rocks, along with a boosted fireball, but they failed to have any impact. His Helcannon moved up to try get a shot off on my catapult or casket in his next turn.

Turn two started with me moving my horse archers to try march block some of his units. Hermy looked to set himself up for a third turn charge on a chariot. I shuffled some archers and the Tomb guard around to get a better angle and within range of curse. The catapult misfired taking a wound, but light of death did manage to cause another wound on the Helcannon. Damon withdrew his Chariots from charge range of Hermy, possibly in an attempt to draw him out from cover. He advanced up his warriors and knights towards the centre and started forming a charge trap of his own based around the rock formations. The helcannon, flanked by the rocks threatened my flank if I attempted any charge out from the rocks. His magic phase was spent casting fireballs at Hermy and managed to cause a wound

Turn three was much of the same. I pulled Hermy back a little and faced the other way in case Damon fancied a charge with his knights. I made some minor adjustments to the angles once again and moved the horse archers up to march block again. I managed to cause a single wound on one of Damons level 2 wizards, but more importantly Light of Death found its mark on the Helcannon removing it from the game. I also managed to heal the wound on both the catapult and Hermy. Damon now filled the gap left by the Helcannon with a block of warriors. He swept around with his knights so that he had front facing to both my knights and Tomb Guard, basically making it that if I tried to charge, Only one would be successful. He moved one of his chariots back up but still out of charge angle to Hermy. More fireworks ensued but to little advantage.

Turn four started with no charges. Damon and I both recognised the stalemate we had created. I moved a unit of horse archers into the path of Damons knights to force a redirect, however I stuffed up the angle and ended up showing a flank instead. An obvious mistake once recognised! I move some archers up to protect the Tomb Guard from the chariot. Magic had no real effect with light of death being dispelled. My catapult misfires again after loosing a turn of shooting and is removed from play. Damon charges the horse archers and deletes them, and thanks to my poor angle has the opportunity to overrun into my Knights. He declines this and takes the reform instead. His warriors move into position to close the charge trap.

Turn five swings around I decline once again to charge. Its suicide as I will just get hit in the flank by warriors. I move my other horse archers to redirect his warriors out on my right flank, purely to protect my Knights. I try to curse his wizard off but get dispelled. I now throw a lot of buff spells out. 5+ ward save on the Knights and 5+ KB and smiting on my Tomb Guard, purely as defensive gestures. If Damon wants to get VP out of me, he is going to have to come to me. I had also bail out my death mage from the main block and hide it behind the rocks. My direct damage spell dosn’t need los so no need to give away free vp if combat ensues. Damon declines to make the charge, but instead charges his chariot into my small archer unit that is protecting my Tomb Guard flank. It redirects him so he ops for a reform after combat. His warrior block on my right makes short work of the archers, and reforms to suit form the redirect. In addition Damon bails out his wizards from the warrior block on my left. He’s recognised a hole in his trap. Lucky for him

Last turn, in what has been a challenging game of move and counter move, I declare a charge on the Warriors on the left as this whole time I have had a good angle on them for los. I then wheel my Knights around to block any rare charge on the Tomb Guard. I push forward a unit of archers to protect the flank of the knights once again to stop any possible flanking shenanigans from his other warriors. I draw out Damons pd by threatening his wizards and score the Chariot that is within the rock formations with light of death. I buff the TG with smiting but fail to get off cursed blades. I also try -3 leadership on the Warriors and succeed in that attempt. We make combat between my Tomb Guard and Damons Warriors and I easily break him. I pursue but unfortunately do not catch him. The charge was opportunistic to try break the stalemate of a draw and this was down to a roll off for flee vs pursue. Nevermind. Damon rallies his warriors in his turn, but does not charge the Knights fearing a lucky KB on one of his characters. His other warriors clean off another archer unit and one of his wizards sneaks around the rocks for some line of sight to cast fireball killing my Death Priest. That ends the game, one that has been very tactful to say the least

Result: 10-10

So a solid draw to finish off the day. Infact there was maybe 10 vp between us in the end. Damon played a great game recognising my traps for what they where and countered them well.

Conclusion

I finish the competition ahead by 12 points with a total of 139. the next step down is 127 for both second and third place, so a convincing win. This marks the first tournament that Tomb Kings have won for me, and awards me back to back titles of 1st place at SouthCon! With 4 wins and 2 draws I managed to not even drop one game. I very happy with the result and the army I took preformed well within the environment. I will follow up with a post tournament analysis of how the units in my army preformed and what changes, if any I will be making as I try and develop an even better list for the ever changing meta. My next tournament is in August, and uses the SCGT comp pack which allows special characters…..