Post by x2rock on Apr 2, 2007 14:55:22 GMT -5
Simcon Battle Report
Here’s the list I took, my normal GT list
Treeman Ancient – Annoyance of Nettlings, Cluster of Radients
Noble BSB
Spellsinger – Lvl1, 2 x Scrolls
8 Dryads
8 Dryads
8 Dryads
8 Dryads
10 Glade Guard
10 Glade Guard
4 Treekin
7 Wardancers
6 Wild Riders – Std, Mu
6 Wild Riders – Std, Mu
Treeman
This list did score worst on the comp scoresheet, I got an 18 out of 50. But it is the best looking army I have, plus comp is what it is, play what you want, comp be d**ned. Each game had a unique scenario for victory, as well as 5 standard objectives which were each worth 1 tournament point.
-- +1 for killing(not running down) the general
-- +1 for capturing the enemies BSB
-- +1 for killing the most expensive unit
-- +1 for controlling the center of the table
-- +1 for having a unit in the enemy deployment zone
Game 1 Vs. Jeff’s Empire
Jeff had a good looking Ulric themed Empire horde, I liked it a lot. It didn’t score too well on the comp checklist though which was unfortunate. Here’s what I think he had from memory.
Empire General – Full Plate, Shield, Sword of Sigmund, Holy Relic
BSB – Full Plate, Banner of Sigmun
Warrior Priest – GW, HA
Lvl 1 Scroll Caddy
30 Spearmen – Full Command, joined by BSB
10 Free Company Detachement
30 Swordsmen – Full Command
10 Free Company Detachment
5 X-bow Detachment
30 Swordsmen – Full Command
5 X-bow Detachment
5 Handgunner Detachment
25 Greatswords – Full Command, joined by General
25 Greatswords – Full Command, joined by Warrior Priest
Cannon
Mortar
Hellblaster
I won the roll for table side and chose the side with the hill so he wouldn’t have it. Plus there was a nice river running through the left quarter of his deployment zone with only one ford to cross it. The diagonal deployment really screwed Jeff over, as his army went end to end and forced him to put some a Swordsmen unit on the other side of the river, so they never played any part of the game. Basically this game came down to bad dice for Jeff, and that is all there is to it. His Hellblaster misfired on the first shot with the first barrel and blew up. Some turns later, his cannon had a good shot on a Treeman, but misfired and blew up. Early on I had a Wild Rider unit punch a hole in his center by charging a detachment, then overrunning into the Lvl 1, and then the Mortar. I poured arrow fire into the General’s unit of Greatswords for 3 turns and a couple of Strangleroots. The General’s unit had to charge the Treeman Ancient or suffer more shooting, but promptly failed it’s terror test and fled to the other side of the field running through 3 units, although none panicked. I lost my Treekin to a flanking unit of Free Company, but was able to get his flank guard unit of Swordsmen in return. After all this, it was a matter of engaging the Stubborn units and grind them down to the point where I could break them with fear. Eventually killing the BSB helped there.
Jeff was a great opponent and really outgoing, even when his dice were crazy horrible. I got 19 out of 20 battle points for this game
Game 2 vs. Morbid’s Skaven
Grey Seer on Bell – Warpstone Amulet, 4 Warptokens
Chieftain BSB
Chieftain – Halberd, Skavenbrew
Plague Preist – AHW, Bands of Power
30 Clanrats –Full Command, Ratling Gun, joined by Bell and BSB
25 Stormvermin – Full Command, Warbanner, Warp Fire Thrower
25 Slaves – Clawleader Musician
2 Plague Rat Swarms
3 Poison Wind Globadiers
4 Rat Ogres
25 Plague Monks – Full Command, Banner of Hatred
10 Plague Censer Bearers
Not a common Skaven build by far. I’ve played Morbid before, and last time the Bell hurt him more than helped, we will see if the same thing happens again. More diagonal deployment, and I get to chose table sides again. This board has a large river that makes kind of an S shape through the middle of the board with only 2 crossings, one in the back of my deployment zone. The victory conditions are controlling the most table quarters, no victory points, so the river helps me a ton, since Morbid will have to split up his forces to contest both of his own quarters. I get helped out by Morbid not getting Warp Lightning as one of his spells.
Early on I start shooting the Censer Bearers with Glade Guard, eventually wiping them out once the come into the death zone of the 2 units. The Treemen march up quickly and Strangleroot the Ratling Gun and Warpfire Thrower. This leads the Frenzied Stormvermin to charge my Treeman, I hold. I also have setup a nice flank charge with Wild Riders against his Rat Ogres, who are frenzied from a Death Frenzy spell, but then he gets hatred on them from the Bell as well, and suddenly a flank charge there doesn’t look to be a sure thing, so I go whole hog and charge Treekin to the front, Riders to the flank, and Dryads to the other flank. This same turn I charge Wardancers and Dryads into the Stormvermin to help out the Treeman. In the Rat Ogre combat I kill 3 Ogres and run them down. The Storm Vermin also fall. And many of my units are on the flank of the Grey Seer’s unit but out of range. The Rat Swarm does make it’s way to the Glade Guard but can’t break me, and on my turn I counter charge with Dryads, and crumble the unit. I draw the Monks into a charge with the other Glade Guard, and then flank charge the Monks with Wild Riders and run them down as well. The Globadiers fall to a timely Strangleroot. Throughout the course of the game, Morbid misfired the Bell twice, twice wounding the Grey Seer, but saving them through ward saves. Then he miscast trying to cast plague, and took a wound, and also one of the 1’s that he rolled was on a warpstone chunk, so he took another wound. On turn 4 the Bell rang out triple 3’s and was destroyed and took the Grey Seer with him. I eventually took out the Clan Rats and the only unit left was the Slaves.
Another good opponent, even with his downtrodden luck. I did get 20 out of 20 battle points for this game.
Game 3 vs. Jim’s O&G
I just finished watching Jim pound his previous opponent in 3 turns, so I knew this would be a tough game. He had a classic O&G horde, and with yet another diagonal deployement, his army went from end to end with no problem and if he could maintain a solid battle line, I would have problems breaking through.
BO Warboss - ? on the magic items
Orc BSB - ?
Goblin Hero – Wolf, spear, Sh, LA
Lvl 1 Caddy
25 Night Goblins – Full Command
25 Boys – Sh, La, Full Command(BSB here)
25 Boys – 2 Choppas, Full Command(Warboss here)
20 Biguns – 2 Choppas, Full Command
5 Wolves - Mu
8 Spider Riders – Mu
8 Spider Riders – Mu
9 Wolves – LA, Sh, Full Command(Goblin Hero here)
20 Night Goblin Archers – 2 Fanatics
2 Spear Chucka’s
2 Goblin Chariots
20 Black Orcs – Full Command, Warbanner
The scenario was a messenger scenario, where the messengers were worth extra VP’s. Trouble started for me when his left and right flaking units (10 Wolf Riders and 8 Spider Riders) Waaghed on the bottom of turn one, moving up 6”. The Spiders charged the Glade Guard, who fled, and left the Treeman standing in the way, rather that stopping right in front of the Tree, he declared a charge, failed his terror check and promptly fled the field. Later on, the other Spider RidersWaaghed into some Dryads, and were beaten and pursued into the Orc backfield, I was able to use this hole in the line to get some Wild Riders in the backfield as well. This forced the Black Orcs to turn to face these threats now. Early on I charge the Wolf Chariots with the other unit of Wild Riders, but Jim was setting me up, his fanatics were in the Archers next to the Chariots, not in the NG unit further away, so I lost 4 guys on the charge and couldn’t break the chariot, and eventually I was wiped out by the fanatic slinging back through me while the Chariot survived. Meanwhile the Biguns were suffering Glade Guard fire and Strangleroot attacks, so charged one of the Treemen, I lost but held, and in the next turn charged the Ancient in to help, but whiffed badly and lost the combat, but after a few rounds I was able to break them. The Night Goblins fled in terror from the Trees and left the board. The BSB’s unit Waaghed right into a central woods, and he had to burn all of his scrolls to keep them from getting hit with numerous Treesingings, but he was in a bad spot and got flanked by Treekin, but held, on the following turn, the Warbosses unit flanked the Treekin, I only took 1 wound from the Warboss, and did 6 to the BSB’s unit. I ended up losing by one and held. In my turn Wardancers with BSB flanked the Orc BSB’s unit, and Dryads piled into the Warbosses unit. I did enough casualties to break both units and ran them both down. In the end, the Black Orcs killed every Dryad and Wild Rider unit they touched, though I killed off all of his messengers and was still able to get the win.
Another great opponent, and a tough, challenging game. I got 18 out of 20 points for this game.
Game 4 vs. Steve’s Brettonians
Finally, a standard deployment. The scenario had each player place 1 objective each in 3 of your opponents units. To win the game you had to capture more of your objective back than your opponent. After exchanging lists, I could see that I was in for a good fight.
Duke – Warhorse, Armor of Agiulf, Knightly Temper, lance, sh
Paladin BSB - Warhorse, Banner of the Lady
Paladin – Virtue of Audacity, Morning Star of Fracase , Warhorse, HA, Sh
Damsel – Warhorse, Chalice, Scroll
25 Men at Arms – Full Command
10 Skirmishing Archers
5 Realm Knights – Full Command, Banner of Chalons (Paladin here)
9 Errant Knights – Full Command, Errantry Banner
8 Realm Knights – Full Command, Warbanner (BSB here)
8 Realm Knights – Full Command, Conqueror’s Tapestry (Duke here)
3 Pegasus Knights – Full Command
5 Mounted Yeomen - Mu
5 Grail Knights – Full Command, Twilight Banner (Damsel here)
There was a nice handy river that ran across half of the table, right in front of his deployment zone, with only 2 crossing points, and it ended at a large building and surrounded by difficult terrain right in the middle of the field. After deployment he had Archers, Grails and Pegasus knights as the only units behind the river, everything else was on my right flank. I put objectives in the Archers and the Grails, as well as the Yeomen. The Yeomen were well protected by the large buses, so I figured I would never get that one, so I focused on the other 2. He placed his objectives in 2 Dryad units and a Glade Guard unit. So I moved up towards the river with most of my army, I held the Wild Rider units back on my right flank, to keep the rest of the Bretts from sweeping around me. I was able to Treesing a small forest to the center of the board to block his advance around the large building. I was firing all my arrows at the Grails, because once they were below US5 they would drop the objective. My Dryads with the objective played hide-and-seek with the Pegasus Knights, trying to get him into a bad position, but he never fell for it. Eventually I worked a unit of Wild Riders to the far flank of his lances and had some good charges set up, then he unexpectedly charged me with the Yeomen, they lost and I was able to claim that objective(later Steve told me he thought those were Wild Riders, and that is why he charged) Now I had had 1 objective to his none, and the pressure was on Steve to get one of his. Tired of having the trees move back and forth in front of his units, Steve moved his BSB’s unit into the forest, and I was able to reduce the unit to just the BSB and the Standard bearer with treesinging over 2 turns. The Duke had charged out of his unit into a unit of Dryads that had gotten into his deployment zone, he hit 3 times, but missed with his 3 follow-up attacks. He then wounded with all three, only to have me save all three attacks with the 5+ ward. And the Duke was broken by a fear causer, he did escape, only to come back later, and fail his fear check to charge those same Dryads. Eventually I shot the Grail Knights down to one model plus the Damsel, so the Objective was dropped, he did pick it up with the archers, but he had a good position and I couldn’t get to them. And the Pegasus Knights were still roaming around trying to get one of his own objectives. On Turn 5 Steve abandoned trying to get his objective, and tried to kill my Wild Rider unit that was holding my objective. He brought over the Pegasus unit and turned every Lance to block any avenue of escape. So at the top of 6 I had to charge his one small lance of Realms in the flank with the other Wild Rider unit. Meanwhile backing away out of range of everything else but that one unit. Steve needed me to break in order to get a charge on the objective. In the combat, I killed one, he killed one back, and it was a draw. So I was able to hold the one objective for the win.
This was a very intense game, not a lot of charges, but a ton of maneuvering and strategy, very fun, and Steve was another enjoyable opponent. I was able to get 17 out of 20 battle points for this game.
Game 5 vs. Adams Chaos
Strange deployment where you divide your army and deployment zone into 3 sections, then each army section is randomly assigned a portion of the DZ where they can deploy. There were 3 objectives in the middle of each of the table thirds. To control the objective, you had to have the highest unit strength within 6” of the objective. Whoever controls the most objectives wins. Good Scenario.
Adam’s army scored a whopping 48 out of 50 on the comp checklist, quite the opposite of mine.
Exalted Champion – Chaos Steed, Halberd, Sh
Aspiring BSB – Chaos Steed
Wargor – HA, Sh, GW
20 Marauders – Full Command, Flails
20 Marauders – Full Command, LA, Sh
18 Chaos Warriors of Khorne – Full Command Sh, Halberds
5 Khorne Knights – Full Command
8 Marauder Horsement – Flails, Throwing Axes, Mu
Warrior Chariot
Warrior Chariot
Beast Herd – Full Command, 8 Gors, 12 Ungors
8 Furies
4 Dragon Ogres – GW, LA
Due to the random deployment, I ended up with a good match-up on my left flank with the Treemen and Treekin plus Wardancers facing down against Adams 3 ranked units. On my right flank I had a bad match-up with my shooting and Dryads facing his fast stuff, Knights, Furies, Dragon Ogres, and Horsemen. In the middle the Chariots and Herd faced off against Wild Riders and Dryads. I figured that I’d be able to take the left flank OK. And I knew that I would lose the right flank, but I ended up conceding that side to quick and didn’t make Adam use enough time and he overran me pretty quickly over there, although I was able to draw his Khorne Knights into a charge against my Dryads and get a nice overrun, setting him up for a flank charge from Wild Riders which broke them off the table. I was able to eventually run the Marauders of the table with the Ancient and Wardancers, I drew the Khorne Warriors away from the objective with Treekin, and captured the left objective with the Wardancers. I had moved one of the Treemen to the center to take on the Chariots, and I was able to put a few wounds on one with Strangleroots, then after they combo charged me, I was able to kill one and auto-break the other, and overrun into the General who fled. On the right side, Adam had my Wild Riders redirected so that they couldn’t contest the objective, and had it claimed by Furies. In the center I had a unit of 6 Wild Riders ready to hope to the objective and claim it, so on Turn 6 I combo charged the Beastherd with some Dryads and the Treeman, the fled and were cut down, Adam charged the Dryads with the 3 Dragon Ogres that were left, hoping a good overrun would bring him close to the center objective, but they wouldn’t be able to outnumber the Wild Riders. Then he did something unexpected, the Furies left the right objective to try and get close enough to claim the center. Then his General rode over to claim the right objective. The Dragon Ogres did beat the Dryads and break them, after all was said and done. Both the Dragon Ogres and Furies were out of range by ½ and inch…wheew, close one.
Another hotly contested game, very competitive, and close at the very end. And obviously another good opponent. I got 17 out of 20 battle points for this round
In the end I had finished 1st overall by 6 points over Adam. I had the highest battle and paint score, had the lowest comp score, and tied for the third highest sports score, which was really nice, because for the first time ever, I had 5 really fun games/opponents at a single tournament. I walked out with a nicely painted trophy and an O&G army box. The scenarios were pretty good and different, and overall it was a well run tournament, everything moved along quickly, which is nice for those of us who traveled to get there. I wish most RTT's would start at 10:00 like this, that way some us would be able to get home fairly early.
Here’s the list I took, my normal GT list
Treeman Ancient – Annoyance of Nettlings, Cluster of Radients
Noble BSB
Spellsinger – Lvl1, 2 x Scrolls
8 Dryads
8 Dryads
8 Dryads
8 Dryads
10 Glade Guard
10 Glade Guard
4 Treekin
7 Wardancers
6 Wild Riders – Std, Mu
6 Wild Riders – Std, Mu
Treeman
This list did score worst on the comp scoresheet, I got an 18 out of 50. But it is the best looking army I have, plus comp is what it is, play what you want, comp be d**ned. Each game had a unique scenario for victory, as well as 5 standard objectives which were each worth 1 tournament point.
-- +1 for killing(not running down) the general
-- +1 for capturing the enemies BSB
-- +1 for killing the most expensive unit
-- +1 for controlling the center of the table
-- +1 for having a unit in the enemy deployment zone
Game 1 Vs. Jeff’s Empire
Jeff had a good looking Ulric themed Empire horde, I liked it a lot. It didn’t score too well on the comp checklist though which was unfortunate. Here’s what I think he had from memory.
Empire General – Full Plate, Shield, Sword of Sigmund, Holy Relic
BSB – Full Plate, Banner of Sigmun
Warrior Priest – GW, HA
Lvl 1 Scroll Caddy
30 Spearmen – Full Command, joined by BSB
10 Free Company Detachement
30 Swordsmen – Full Command
10 Free Company Detachment
5 X-bow Detachment
30 Swordsmen – Full Command
5 X-bow Detachment
5 Handgunner Detachment
25 Greatswords – Full Command, joined by General
25 Greatswords – Full Command, joined by Warrior Priest
Cannon
Mortar
Hellblaster
I won the roll for table side and chose the side with the hill so he wouldn’t have it. Plus there was a nice river running through the left quarter of his deployment zone with only one ford to cross it. The diagonal deployment really screwed Jeff over, as his army went end to end and forced him to put some a Swordsmen unit on the other side of the river, so they never played any part of the game. Basically this game came down to bad dice for Jeff, and that is all there is to it. His Hellblaster misfired on the first shot with the first barrel and blew up. Some turns later, his cannon had a good shot on a Treeman, but misfired and blew up. Early on I had a Wild Rider unit punch a hole in his center by charging a detachment, then overrunning into the Lvl 1, and then the Mortar. I poured arrow fire into the General’s unit of Greatswords for 3 turns and a couple of Strangleroots. The General’s unit had to charge the Treeman Ancient or suffer more shooting, but promptly failed it’s terror test and fled to the other side of the field running through 3 units, although none panicked. I lost my Treekin to a flanking unit of Free Company, but was able to get his flank guard unit of Swordsmen in return. After all this, it was a matter of engaging the Stubborn units and grind them down to the point where I could break them with fear. Eventually killing the BSB helped there.
Jeff was a great opponent and really outgoing, even when his dice were crazy horrible. I got 19 out of 20 battle points for this game
Game 2 vs. Morbid’s Skaven
Grey Seer on Bell – Warpstone Amulet, 4 Warptokens
Chieftain BSB
Chieftain – Halberd, Skavenbrew
Plague Preist – AHW, Bands of Power
30 Clanrats –Full Command, Ratling Gun, joined by Bell and BSB
25 Stormvermin – Full Command, Warbanner, Warp Fire Thrower
25 Slaves – Clawleader Musician
2 Plague Rat Swarms
3 Poison Wind Globadiers
4 Rat Ogres
25 Plague Monks – Full Command, Banner of Hatred
10 Plague Censer Bearers
Not a common Skaven build by far. I’ve played Morbid before, and last time the Bell hurt him more than helped, we will see if the same thing happens again. More diagonal deployment, and I get to chose table sides again. This board has a large river that makes kind of an S shape through the middle of the board with only 2 crossings, one in the back of my deployment zone. The victory conditions are controlling the most table quarters, no victory points, so the river helps me a ton, since Morbid will have to split up his forces to contest both of his own quarters. I get helped out by Morbid not getting Warp Lightning as one of his spells.
Early on I start shooting the Censer Bearers with Glade Guard, eventually wiping them out once the come into the death zone of the 2 units. The Treemen march up quickly and Strangleroot the Ratling Gun and Warpfire Thrower. This leads the Frenzied Stormvermin to charge my Treeman, I hold. I also have setup a nice flank charge with Wild Riders against his Rat Ogres, who are frenzied from a Death Frenzy spell, but then he gets hatred on them from the Bell as well, and suddenly a flank charge there doesn’t look to be a sure thing, so I go whole hog and charge Treekin to the front, Riders to the flank, and Dryads to the other flank. This same turn I charge Wardancers and Dryads into the Stormvermin to help out the Treeman. In the Rat Ogre combat I kill 3 Ogres and run them down. The Storm Vermin also fall. And many of my units are on the flank of the Grey Seer’s unit but out of range. The Rat Swarm does make it’s way to the Glade Guard but can’t break me, and on my turn I counter charge with Dryads, and crumble the unit. I draw the Monks into a charge with the other Glade Guard, and then flank charge the Monks with Wild Riders and run them down as well. The Globadiers fall to a timely Strangleroot. Throughout the course of the game, Morbid misfired the Bell twice, twice wounding the Grey Seer, but saving them through ward saves. Then he miscast trying to cast plague, and took a wound, and also one of the 1’s that he rolled was on a warpstone chunk, so he took another wound. On turn 4 the Bell rang out triple 3’s and was destroyed and took the Grey Seer with him. I eventually took out the Clan Rats and the only unit left was the Slaves.
Another good opponent, even with his downtrodden luck. I did get 20 out of 20 battle points for this game.
Game 3 vs. Jim’s O&G
I just finished watching Jim pound his previous opponent in 3 turns, so I knew this would be a tough game. He had a classic O&G horde, and with yet another diagonal deployement, his army went from end to end with no problem and if he could maintain a solid battle line, I would have problems breaking through.
BO Warboss - ? on the magic items
Orc BSB - ?
Goblin Hero – Wolf, spear, Sh, LA
Lvl 1 Caddy
25 Night Goblins – Full Command
25 Boys – Sh, La, Full Command(BSB here)
25 Boys – 2 Choppas, Full Command(Warboss here)
20 Biguns – 2 Choppas, Full Command
5 Wolves - Mu
8 Spider Riders – Mu
8 Spider Riders – Mu
9 Wolves – LA, Sh, Full Command(Goblin Hero here)
20 Night Goblin Archers – 2 Fanatics
2 Spear Chucka’s
2 Goblin Chariots
20 Black Orcs – Full Command, Warbanner
The scenario was a messenger scenario, where the messengers were worth extra VP’s. Trouble started for me when his left and right flaking units (10 Wolf Riders and 8 Spider Riders) Waaghed on the bottom of turn one, moving up 6”. The Spiders charged the Glade Guard, who fled, and left the Treeman standing in the way, rather that stopping right in front of the Tree, he declared a charge, failed his terror check and promptly fled the field. Later on, the other Spider RidersWaaghed into some Dryads, and were beaten and pursued into the Orc backfield, I was able to use this hole in the line to get some Wild Riders in the backfield as well. This forced the Black Orcs to turn to face these threats now. Early on I charge the Wolf Chariots with the other unit of Wild Riders, but Jim was setting me up, his fanatics were in the Archers next to the Chariots, not in the NG unit further away, so I lost 4 guys on the charge and couldn’t break the chariot, and eventually I was wiped out by the fanatic slinging back through me while the Chariot survived. Meanwhile the Biguns were suffering Glade Guard fire and Strangleroot attacks, so charged one of the Treemen, I lost but held, and in the next turn charged the Ancient in to help, but whiffed badly and lost the combat, but after a few rounds I was able to break them. The Night Goblins fled in terror from the Trees and left the board. The BSB’s unit Waaghed right into a central woods, and he had to burn all of his scrolls to keep them from getting hit with numerous Treesingings, but he was in a bad spot and got flanked by Treekin, but held, on the following turn, the Warbosses unit flanked the Treekin, I only took 1 wound from the Warboss, and did 6 to the BSB’s unit. I ended up losing by one and held. In my turn Wardancers with BSB flanked the Orc BSB’s unit, and Dryads piled into the Warbosses unit. I did enough casualties to break both units and ran them both down. In the end, the Black Orcs killed every Dryad and Wild Rider unit they touched, though I killed off all of his messengers and was still able to get the win.
Another great opponent, and a tough, challenging game. I got 18 out of 20 points for this game.
Game 4 vs. Steve’s Brettonians
Finally, a standard deployment. The scenario had each player place 1 objective each in 3 of your opponents units. To win the game you had to capture more of your objective back than your opponent. After exchanging lists, I could see that I was in for a good fight.
Duke – Warhorse, Armor of Agiulf, Knightly Temper, lance, sh
Paladin BSB - Warhorse, Banner of the Lady
Paladin – Virtue of Audacity, Morning Star of Fracase , Warhorse, HA, Sh
Damsel – Warhorse, Chalice, Scroll
25 Men at Arms – Full Command
10 Skirmishing Archers
5 Realm Knights – Full Command, Banner of Chalons (Paladin here)
9 Errant Knights – Full Command, Errantry Banner
8 Realm Knights – Full Command, Warbanner (BSB here)
8 Realm Knights – Full Command, Conqueror’s Tapestry (Duke here)
3 Pegasus Knights – Full Command
5 Mounted Yeomen - Mu
5 Grail Knights – Full Command, Twilight Banner (Damsel here)
There was a nice handy river that ran across half of the table, right in front of his deployment zone, with only 2 crossing points, and it ended at a large building and surrounded by difficult terrain right in the middle of the field. After deployment he had Archers, Grails and Pegasus knights as the only units behind the river, everything else was on my right flank. I put objectives in the Archers and the Grails, as well as the Yeomen. The Yeomen were well protected by the large buses, so I figured I would never get that one, so I focused on the other 2. He placed his objectives in 2 Dryad units and a Glade Guard unit. So I moved up towards the river with most of my army, I held the Wild Rider units back on my right flank, to keep the rest of the Bretts from sweeping around me. I was able to Treesing a small forest to the center of the board to block his advance around the large building. I was firing all my arrows at the Grails, because once they were below US5 they would drop the objective. My Dryads with the objective played hide-and-seek with the Pegasus Knights, trying to get him into a bad position, but he never fell for it. Eventually I worked a unit of Wild Riders to the far flank of his lances and had some good charges set up, then he unexpectedly charged me with the Yeomen, they lost and I was able to claim that objective(later Steve told me he thought those were Wild Riders, and that is why he charged) Now I had had 1 objective to his none, and the pressure was on Steve to get one of his. Tired of having the trees move back and forth in front of his units, Steve moved his BSB’s unit into the forest, and I was able to reduce the unit to just the BSB and the Standard bearer with treesinging over 2 turns. The Duke had charged out of his unit into a unit of Dryads that had gotten into his deployment zone, he hit 3 times, but missed with his 3 follow-up attacks. He then wounded with all three, only to have me save all three attacks with the 5+ ward. And the Duke was broken by a fear causer, he did escape, only to come back later, and fail his fear check to charge those same Dryads. Eventually I shot the Grail Knights down to one model plus the Damsel, so the Objective was dropped, he did pick it up with the archers, but he had a good position and I couldn’t get to them. And the Pegasus Knights were still roaming around trying to get one of his own objectives. On Turn 5 Steve abandoned trying to get his objective, and tried to kill my Wild Rider unit that was holding my objective. He brought over the Pegasus unit and turned every Lance to block any avenue of escape. So at the top of 6 I had to charge his one small lance of Realms in the flank with the other Wild Rider unit. Meanwhile backing away out of range of everything else but that one unit. Steve needed me to break in order to get a charge on the objective. In the combat, I killed one, he killed one back, and it was a draw. So I was able to hold the one objective for the win.
This was a very intense game, not a lot of charges, but a ton of maneuvering and strategy, very fun, and Steve was another enjoyable opponent. I was able to get 17 out of 20 battle points for this game.
Game 5 vs. Adams Chaos
Strange deployment where you divide your army and deployment zone into 3 sections, then each army section is randomly assigned a portion of the DZ where they can deploy. There were 3 objectives in the middle of each of the table thirds. To control the objective, you had to have the highest unit strength within 6” of the objective. Whoever controls the most objectives wins. Good Scenario.
Adam’s army scored a whopping 48 out of 50 on the comp checklist, quite the opposite of mine.
Exalted Champion – Chaos Steed, Halberd, Sh
Aspiring BSB – Chaos Steed
Wargor – HA, Sh, GW
20 Marauders – Full Command, Flails
20 Marauders – Full Command, LA, Sh
18 Chaos Warriors of Khorne – Full Command Sh, Halberds
5 Khorne Knights – Full Command
8 Marauder Horsement – Flails, Throwing Axes, Mu
Warrior Chariot
Warrior Chariot
Beast Herd – Full Command, 8 Gors, 12 Ungors
8 Furies
4 Dragon Ogres – GW, LA
Due to the random deployment, I ended up with a good match-up on my left flank with the Treemen and Treekin plus Wardancers facing down against Adams 3 ranked units. On my right flank I had a bad match-up with my shooting and Dryads facing his fast stuff, Knights, Furies, Dragon Ogres, and Horsemen. In the middle the Chariots and Herd faced off against Wild Riders and Dryads. I figured that I’d be able to take the left flank OK. And I knew that I would lose the right flank, but I ended up conceding that side to quick and didn’t make Adam use enough time and he overran me pretty quickly over there, although I was able to draw his Khorne Knights into a charge against my Dryads and get a nice overrun, setting him up for a flank charge from Wild Riders which broke them off the table. I was able to eventually run the Marauders of the table with the Ancient and Wardancers, I drew the Khorne Warriors away from the objective with Treekin, and captured the left objective with the Wardancers. I had moved one of the Treemen to the center to take on the Chariots, and I was able to put a few wounds on one with Strangleroots, then after they combo charged me, I was able to kill one and auto-break the other, and overrun into the General who fled. On the right side, Adam had my Wild Riders redirected so that they couldn’t contest the objective, and had it claimed by Furies. In the center I had a unit of 6 Wild Riders ready to hope to the objective and claim it, so on Turn 6 I combo charged the Beastherd with some Dryads and the Treeman, the fled and were cut down, Adam charged the Dryads with the 3 Dragon Ogres that were left, hoping a good overrun would bring him close to the center objective, but they wouldn’t be able to outnumber the Wild Riders. Then he did something unexpected, the Furies left the right objective to try and get close enough to claim the center. Then his General rode over to claim the right objective. The Dragon Ogres did beat the Dryads and break them, after all was said and done. Both the Dragon Ogres and Furies were out of range by ½ and inch…wheew, close one.
Another hotly contested game, very competitive, and close at the very end. And obviously another good opponent. I got 17 out of 20 battle points for this round
In the end I had finished 1st overall by 6 points over Adam. I had the highest battle and paint score, had the lowest comp score, and tied for the third highest sports score, which was really nice, because for the first time ever, I had 5 really fun games/opponents at a single tournament. I walked out with a nicely painted trophy and an O&G army box. The scenarios were pretty good and different, and overall it was a well run tournament, everything moved along quickly, which is nice for those of us who traveled to get there. I wish most RTT's would start at 10:00 like this, that way some us would be able to get home fairly early.