Showing posts with label Ogres. Show all posts
Showing posts with label Ogres. Show all posts

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. 


Friday, 15 March 2013

The Gauntlets, thrown they are...


The gauntlets have been thrown down. The draws are up for round one of Equinox and it appears that we have sudden death!

Its little Jimmy vs little Timmy! and how appropriate it is!

In the blue corner, we have dirty cheat'n Orges, with all their broken undercosted toys
And in the red corner, no other than my Chaos Dwarfs, who may have broken toys, but hell do I have to pay through the roof for them!

A classic show down if any. Will the fatties have their cake and eat it to? Or will the evil stunties add to their stocks of slaves? Will it be BBQ Ribs or pork belly pie? 

Stay tuned, all will unfold tomorrow morning...


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...

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…  

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…..