Post by adsvampire on Apr 3, 2007 10:47:15 GMT -5
SimCon GT – March 30-31st
A couple of us from our group decided to go to the SimCon GT, touted as a comp enforced event. I read the comp rules and decided to take the most compy chaos army I could and then proceeded to try and paint up everything I could in the weeks leading to the event. I did get at least a few coats of various colors on most of my models so my army was not completely unpainted going into the GT.
My List:
Exalted Champion (Hero - General) – MoCU, Chaos Armor, Shield, Halberd, Chaos Steed = 122
Aspiring Champion (Hero) – MoCU, BSB, Chaos Armor, Chaos Steed = 121
Wargor (Hero) – MoCU, Heavy Armor, Shield, Great Weapon = 70
18 Chaos Warriors – MoK, Heavy Armor, Shield, Halberd, Full Command = 381
20 Marauders – Light Armor, Shield, Full Command = 165
20 Marauders – Flail, Full Command = 145
6 Chaos Knights – MoK, Full Command = 293
8 Marauder Horsemen – Flail, Musician, Champion = 138
Chaos Chariot – MoCU = 120
Chaos Chariot – MoCU = 120
8 Furies = 120
Beastherd – 8 Gors, 12 Ungors, Full Command = 139
4 Dragon Ogres – Light Armor, Great Weapon = 316
Total = 313 + 1362 + 259 + 316 = 2250
Power Dice: 2
Dispel Dice: 4
Characters: 313 (13.91%)
Magical Items: 0 (0.00%)
Core: 1362 (60.53%)
Comp Score: 24 out of 25
Penalties:
• No more than 3 units which can strike at S5 or greater on the turn they charge excluding characters and champions
So, this was as friendly an army as I could create based upon the models I had. I just could not devise an army to get that last item and I really did want a perfect comp army for the event … bummer.
Game #1 – Ty - Lizardmen – Claim the Terrain
Scar- Veteran – Light Armor, Shield, Great Weapon, Venom of the Firefly Frog
Scar-Veteran – BSB, Light Armor, Sword of the Hornet
Shaman – lvl 1, Dispel Scroll
28 Saurus – Shield, Full Command
25 Saurus – Shield, Full Command
20 Saurus – Spear, Shield, Full Command
15 Saurus – Spear, Shield, Champion, Musician
18 Skinks – Javelin, Shield
6 Cold One Riders – Full Command
3 Kroxigors
2 Salamander Packs
So game 1 pairings were based upon comp so I was paired with only other army having a better comp score than myself … the bastard … and it was lizardmen no less, how is that even possible. So Ty’s army consisted of every saurus in Lustria times two … I didn’t even know Lustria had any saurus left in it. I thought they were brought along for ceremonial purposes but this army brought a boatload of angry saurus ready to rip everything apart in their path.
The scenario for this game provided 100 vps for each piece of terrain you controlled (there were 6 pieces of terrain) but every player turn you had to roll for each piece of terrain and on a 6 the nearest unit took d6 S 4 no armor save hits. Once you rolled one 6 you stopped rolling for the rest of the terrain. I’ll just say that this accounted for 8 ungors and 3 chaos knights to a single wound on the skink shaman … not a very fair trade IMHO.
We deployed using a diagonal deployment with Ty placing his saurus blocks to form a wall in his center with one block guarding one flank and skinks plus sallies guarding the other. I deployed with a left hook in mind and loaded my DOs, herd and Marauder horsemen for the flank attack with everything else in the center.
Things proceeded pretty well for me with Ty’s saurus cav failing their first stupid test and bumbling into the kroxigors. I advanced aggressively on the left and tentatively in the center. Things opened up early on with my DOs beating down the 20 block of spear saurus and pursuing right behind the LM lines. My exalted and armored marauders opened up the left center after the kroxigors bounced off them. Pursuit took them into the saurus cav who wiffed badly and were also run down. This unfortunate turn of event left Ty’s battle line in the middle of the dreaded horseshoe from which he really could not recover. He tried but in the end only his BSB was left (who robbed me of a bonus point).
Win for chaos and 4 bonus battle points.
Game #2 – Boldo - Ogre Kingdoms – Claim Table Quarters
Tyrant – Light Armor, Great Weapon
Hunter – Light Armor, Sword of Battle, Longstrider, 2 Sabretusks
10 Bulls – 2 Hand Weapons, Full Command
5 Bulls – 2 Hand Weapons
5 Iron Guts – Heavy Armor, Great Weapon, Full Command
5 Iron Guts – Heavy Armor, Great Weapon, Full Command
22 Gnoblars – Champion
5 Leadbelchers – Musician
Scraplauncha
Gorger
Huge units of ogres! In an attempt to create a compy (and possibly viable) OK army Boldo used massive units of the big guys … and a hunter … the cheese ball . The game was again a diagonal deployment with victory going to the side which controlled more table quarters (had the highest unit strength there-in).
The game starts with me moving the DOs up to potentially take a charge from the hunter and scraplauncha. I was hoping to force the launcher in and rid myself of its annoyingly large template attack. The rest of my line moved up with my horsemen and knights on the far flank hoping to perform a successful flank attack.
Sure enough the hunter, kitties, and launcher charged the DOs. The gorger moved up to pull a charge from my khorne warriors and expose their flank to an awaiting unit of hungry iron guts. The hunter, launcher and kitties combine to kill 2 DOs … doh! … I didn’t see that one coming. However, thanks to the launcher’s chariot status it was reduced to kindling and a kitty was also sliced in half. The DOs lost combat but held thanks to my nearby BSB.
Next turn and I had a sneaky plan. I charged my exalted out of his unit of marauders into the flank of the iron guts ready to pounce on my poor khorne warriors next turn. Also, the herd charges the gorger (passes fear) and goes in along with the khorne warriors. My furies charged the flank of unit of 5 bulls coming down my open flank (the one with the DOs). Both chariots charged the other iron gut unit and saw it run for the hills. Who wants to get run over by chariots … besides, chariots don’t taste very good. Everyone else shuffled around. I start with the DOs who took 2 wounds and killed a kitty, broke the hunter, and ran him down. However, my furies failed to hold up the flanking ogre bulls and promptly poofed to the ogre might. The beastherd and khorne warriors killed the gorger and the herd rolled high enough to make it into combat with the iron guts my exalted charged. I’m a genius! The khorne warriors overran where khorne warriors do … into the side of a building. The herd and exalted … my sneaky plan … combined for a total of … 3 wounds. Yep, 3 wounds. The iron guts caused 7 in return and broke the herd. Thankfully the exalted held. What a stupid idea that was .
Next turn, gnobbies charged the flank of my exalted, bulls into my DOs (who held since fleeing meant certain death), and the big bull unit with tyrant into a chariot (which fled). No surprise here but the gnobbies and iron guts broke my exalted (after he took a wound from a lucky iron gut shot) who got away. The DOs killed a bull but were broken and died from FIE. The fleeing guts rallied. Hmm, things were not looking overly good.
On my turn the exalted rallied but the herd did not and promptly fled 2 inches to continue gumming up my charge lanes. Now here things get a little confused for me and I’m losing the order of things a bit. I know at one point my BSB charged alone into the flank of the iron guts which had beat my exalted. At a critical point I needed my beastherd to fail its rally check so my khorne knights could charge the flank of the offending iron guts. The herd failed its Ld 9 rally test and ran out of the way of the knights enabling them to frenzy into the flank of the iron guts. My exalted went into the front and both combined to beat down the unit.
In later turns my khorne warriors charged the leadbelchers off the field only to expose their flank to a unit of iron guts. However, a lone chariot charged the rear of the iron guts, killed 2 out right and wounded another, broke the unit and ran it down. How about that for a turn of events? So, by this point I have firm control of 2 table quarters and Boldo is able to reform a unit to claim 2 himself. In retrospect, the majority of his reformed unit was not in the new quarter so under the new rules for claiming quarters I don’t think he could have claimed it (this would not have had any bearing on my overall status). Either way it was a great game with lots of twists and turns for both sides.
Draw for chaos and 2 bonus battle points.
Game #3 – Steve - Brettonians – Free the Prisoners
Lord – Knight’s Vow, Barded Steed, Armor of Agilulf, Virtue of Knightly Temper, Lance
Paladin – Knight’s Vow, BSB, Barded Steed, Heavy Armor, Banner of the Lady of the Lake, Virtue of Duty
Paladin – Knight’s Vow, Barded Steed, Shield, Virtue of Noble Disdain, Morning Star of Fracasse
Damsel – Steed, Dispel Scroll, Chalice of Malfleur
8 Knights of the Realm – Full Command, Warbanner
8 Knights of the Realm – Full Command, Conquerer’s Tapestry
5 Knights of the Realm – Full Command, Banner of Chalons
9 Knights Errant – Full Command, Errantry Banner
25 Men-at-Arms – Light Armor, Shield, Spear, Full Command
10 Bowmen – Skirmishers, Longbow, Braziers
3 Pegasus Knights – Standard, Champion
5 Mounted Yeomen – Champion
5 Grail Knights – Standard, TwiLight Banner
After reviewing my opponents list before the game I knew I had an uphill fight on my hands. The game called for diagonal deployment. The scenario was free the prisoners. You had to get your 3 prisoners off their impassable prison cells and back to your own impassable prison cells. Each prisoner back in place was worth 250 vps or 100 vps if he was on the field and out of the opposing cell. This scenario would have been cool if you had to move the prisoners off their cell but you didn’t. If you left them in their opposing cells they could not be attacked and you could not get your own prisoner back in. Steve decided not to move any of his prisoners while I used 2 of my 3 to distract his pegasus knights all game. Aside from the prisoner bonus the game was a standard pitched battle.
Anyway, on to the game. I started my moving aggressively toward his position and quickly drew charges from the KotRs with the BSB against my DOs and the mounted yeomen against my furies. The furies beat the yeomen and chased them off the field the following turn. The DOs held with the intention of killing the Bret BSB but caused only a single wound. They broke from combat and got away. The BSBs lance was then charged by my khorne knights in the front and beastherd in the flank (no BSB contact on the herd). The BSB survived again but the units combined to kill 7 KotRs, pursued, and captured the BSB and unit banners. The BSB and remaining KotR fled the field. Unfortunately, I had planned for my khorne knights to also pursue into the grail knights nearby and they fell a centimeter short due to me rolling a 7 on pursuit … gah!
The rest of the game started to go down hill after my initial success. The grail knight ran over my khorne knights and panicked my victorious herd. The men-at-arms kept beating my marauders and causing them to flee. My khorne warriors died to a flank charge from the errants …. Who were destroyed in turn by a dual chariot charge. I lost my marauder horsemen to a frontal charge on the small KotR unit … I had forgotten a paladin was in the front of the unit. My furies died to the Pegasus knights. My BSB and general charged the men-at-arms and beat them in combat … but the unit held. This led to his general lancing mine and my BSB running for the hills.
Once I noticed that I could not win I started securing bonus battle points. The game was a great challenge and I felt I played quite well. However, for me to win I really needed a few things to go my way, i.e. my DOs rallying, my khorne knights hitting the grails, my marauders beating the men-at-arms, him failing a rally check, etc.
Loss for chaos and 3 bonus battle points.
Game #4 – Morbid - Skaven – Capture the Objectives
Gray Seer – lvl 4 wizard, 4 Warpstone Tokens, Warpstone Amulet, Screaming Bell
Plague Priest – Sword of Might,
Chieftan – Heavy Armor, Halberd,
Chieftan – BSB, Heavy Armor,
25 Slaves – Shield, Spear, Champion, Musician
30 Clanrats – Light Armor, Shield, Spear, Full Command, Ratling Gun
30 Storm Vermin – Heavy Armor, Halberd, Full Command, Banner of the Swarm, Warpfire Thrower
3 Poisoned Windglobadiers
2 Plague Rat Swarms
4 Rat Ogres
25 Plague Monks – 2 Hand Weapons, Full Command, Banner of Burning Hatred
10 Plague Censer Bearers
This scenario allowed each of us to place 3 token in 3 separate units. The objective was to defeat the token bearing units and regain the tokens. Whoever had more of their own tokens at the end of the game would win. All of your own units suffered hatred toward opposing units that contained one of your tokens. If one of your own units captured one of your own token then that unit received +1 CR while holding the token. The hatred aspect played a pretty big part in this game.
I placed my tokens in the censer bearers, storm vermin, and clanrats while Morbid placed his in my marauders and warriors.
The game went extremely well for with my khorne knights quickly beating off the ratogres and slowly beating down the stormvermin with a chief over several rounds. Meanwhile, a chariot and my general in a unit of marauders beat down the censer bearers. Unfortunately both units rolled really low for their pursuit rolls (6 and 2 respectively … seemed to be a trend for the entire weekend). The chariot hit terrain and exploded .. it had taken wounds from warplightning earlier. My marauders with exalted were flanked by slaves, beaten, and run down … oh the embarrassment.
Late in the game I fled a charge from the seer’s huge unit of clanrats and counter charged with my khorne warriors. The halberds came out and my warriors chopped a swathe of destruction, beat the unit, and ran it down. And that was pretty much the game.
I can’t say this was my most tactical game of the weekend. I just moved forward, fled some charges, and charged in. The hatred granted by the tokens allowed my khorne units to slap around every unit they encountered in very short order. Had morbid not miscast so many spells and rolled crappy results for those that did get through it may have been a different result. Still, the game was great fun so I can’t complain.
Win for chaos and 4 bonus points.
Game #5 – Corey - Wood Elves – Take the Objectives
Treeman Ancient – Annoyance of Netlings, Cluster of Radiants
Noble – BSB
Spellsinger – lvl 1, 2 Dispel Scrolls
8 Dryads
8 Dryads
8 Dryads
8 Dryads
10 Glade Guard
10 Glade Guard
6 Wild Riders – Standard, Musician
6 Wild Riders – Standard, Musician
7 Wardancers
4 Treekin
Treeman
The final scenario called for each player to break their army up into 3 parts. Each part would be deployed in a random table third on your own side. The winner of the game would be he who controlled (had highest US within 6”) the most of 3 objectives in the center of each table third.
Well, the game progressed with me quickly bowling over one flank and eliminating both glade guard units and 2 dryad units. Unfortunately, my infantry was all placed opposite the treeman couple and spent the game staying near an objective. Their only job was to force the trees to engage them and stay away from the other 2 objectives. A few units died here and there on both sides near the end of the game … none of which had a bearing since all of the units were well away from the objectives. The real battle for position came down to the center objective. I had my full sized beastherd with wargor right near the central objective and Corey did not have enough US to win it unless he beat off the herd. He declared a charge with some dryads and the vanilla treeman (which might just make the combat after my unit formed its battle line with the dryads). I sat and thought for a while knowing there was an opportunity here but just not seeing it at first. Finally, it came to me so I fled with the herd and was run down by the treeman (my BSB also had to flee due to EITW). This pulled both units well away from any objectives but he still had 12 US on the central one and control of another. I had control of one. I charged my remaining 2 dragon ogres into the dryads … I needed an average pursuit to get into range of the objective. I had my general nearby but their combined US of 11 was still not enough … just one US short. I moved my general onto the right most objective and flew the furies claiming that objective their full 20” toward the central objective. I couldn’t tell if they were in but it was close. The DOs beat the dryads and pursued … 9 … DAMMIT!!! Anyway, both units were out by half an inch. So close.
Great game. Very close all the way to the very end. To bad the final result was the wrong one .
Loss for chaos and 1 bonus point.
When all was said and done Corey won the overall … the bastard … and I took home the Best Opponent award (a combo of comp, sports, and appearance) and finished second, I even tied for 3rd in sports with Corey.. Had I just won that last game … oh well … next time. I finished 2-2-1 and had 5 fantastic games … definitely one of the best tournaments I’ve been to. I also really liked the fact that comp played a major role in pairings and overall standings. It was nice to go to a tourney where you were rewarded for not taking a powered up WAAC list designed solely for the W. For those interested there were 14 of us there playing which is pretty tiny for a 2 day event. Perhaps turnout would have been better if the tourney were not on the same weekend as Adepticon.
A couple of us from our group decided to go to the SimCon GT, touted as a comp enforced event. I read the comp rules and decided to take the most compy chaos army I could and then proceeded to try and paint up everything I could in the weeks leading to the event. I did get at least a few coats of various colors on most of my models so my army was not completely unpainted going into the GT.
My List:
Exalted Champion (Hero - General) – MoCU, Chaos Armor, Shield, Halberd, Chaos Steed = 122
Aspiring Champion (Hero) – MoCU, BSB, Chaos Armor, Chaos Steed = 121
Wargor (Hero) – MoCU, Heavy Armor, Shield, Great Weapon = 70
18 Chaos Warriors – MoK, Heavy Armor, Shield, Halberd, Full Command = 381
20 Marauders – Light Armor, Shield, Full Command = 165
20 Marauders – Flail, Full Command = 145
6 Chaos Knights – MoK, Full Command = 293
8 Marauder Horsemen – Flail, Musician, Champion = 138
Chaos Chariot – MoCU = 120
Chaos Chariot – MoCU = 120
8 Furies = 120
Beastherd – 8 Gors, 12 Ungors, Full Command = 139
4 Dragon Ogres – Light Armor, Great Weapon = 316
Total = 313 + 1362 + 259 + 316 = 2250
Power Dice: 2
Dispel Dice: 4
Characters: 313 (13.91%)
Magical Items: 0 (0.00%)
Core: 1362 (60.53%)
Comp Score: 24 out of 25
Penalties:
• No more than 3 units which can strike at S5 or greater on the turn they charge excluding characters and champions
So, this was as friendly an army as I could create based upon the models I had. I just could not devise an army to get that last item and I really did want a perfect comp army for the event … bummer.
Game #1 – Ty - Lizardmen – Claim the Terrain
Scar- Veteran – Light Armor, Shield, Great Weapon, Venom of the Firefly Frog
Scar-Veteran – BSB, Light Armor, Sword of the Hornet
Shaman – lvl 1, Dispel Scroll
28 Saurus – Shield, Full Command
25 Saurus – Shield, Full Command
20 Saurus – Spear, Shield, Full Command
15 Saurus – Spear, Shield, Champion, Musician
18 Skinks – Javelin, Shield
6 Cold One Riders – Full Command
3 Kroxigors
2 Salamander Packs
So game 1 pairings were based upon comp so I was paired with only other army having a better comp score than myself … the bastard … and it was lizardmen no less, how is that even possible. So Ty’s army consisted of every saurus in Lustria times two … I didn’t even know Lustria had any saurus left in it. I thought they were brought along for ceremonial purposes but this army brought a boatload of angry saurus ready to rip everything apart in their path.
The scenario for this game provided 100 vps for each piece of terrain you controlled (there were 6 pieces of terrain) but every player turn you had to roll for each piece of terrain and on a 6 the nearest unit took d6 S 4 no armor save hits. Once you rolled one 6 you stopped rolling for the rest of the terrain. I’ll just say that this accounted for 8 ungors and 3 chaos knights to a single wound on the skink shaman … not a very fair trade IMHO.
We deployed using a diagonal deployment with Ty placing his saurus blocks to form a wall in his center with one block guarding one flank and skinks plus sallies guarding the other. I deployed with a left hook in mind and loaded my DOs, herd and Marauder horsemen for the flank attack with everything else in the center.
Things proceeded pretty well for me with Ty’s saurus cav failing their first stupid test and bumbling into the kroxigors. I advanced aggressively on the left and tentatively in the center. Things opened up early on with my DOs beating down the 20 block of spear saurus and pursuing right behind the LM lines. My exalted and armored marauders opened up the left center after the kroxigors bounced off them. Pursuit took them into the saurus cav who wiffed badly and were also run down. This unfortunate turn of event left Ty’s battle line in the middle of the dreaded horseshoe from which he really could not recover. He tried but in the end only his BSB was left (who robbed me of a bonus point).
Win for chaos and 4 bonus battle points.
Game #2 – Boldo - Ogre Kingdoms – Claim Table Quarters
Tyrant – Light Armor, Great Weapon
Hunter – Light Armor, Sword of Battle, Longstrider, 2 Sabretusks
10 Bulls – 2 Hand Weapons, Full Command
5 Bulls – 2 Hand Weapons
5 Iron Guts – Heavy Armor, Great Weapon, Full Command
5 Iron Guts – Heavy Armor, Great Weapon, Full Command
22 Gnoblars – Champion
5 Leadbelchers – Musician
Scraplauncha
Gorger
Huge units of ogres! In an attempt to create a compy (and possibly viable) OK army Boldo used massive units of the big guys … and a hunter … the cheese ball . The game was again a diagonal deployment with victory going to the side which controlled more table quarters (had the highest unit strength there-in).
The game starts with me moving the DOs up to potentially take a charge from the hunter and scraplauncha. I was hoping to force the launcher in and rid myself of its annoyingly large template attack. The rest of my line moved up with my horsemen and knights on the far flank hoping to perform a successful flank attack.
Sure enough the hunter, kitties, and launcher charged the DOs. The gorger moved up to pull a charge from my khorne warriors and expose their flank to an awaiting unit of hungry iron guts. The hunter, launcher and kitties combine to kill 2 DOs … doh! … I didn’t see that one coming. However, thanks to the launcher’s chariot status it was reduced to kindling and a kitty was also sliced in half. The DOs lost combat but held thanks to my nearby BSB.
Next turn and I had a sneaky plan. I charged my exalted out of his unit of marauders into the flank of the iron guts ready to pounce on my poor khorne warriors next turn. Also, the herd charges the gorger (passes fear) and goes in along with the khorne warriors. My furies charged the flank of unit of 5 bulls coming down my open flank (the one with the DOs). Both chariots charged the other iron gut unit and saw it run for the hills. Who wants to get run over by chariots … besides, chariots don’t taste very good. Everyone else shuffled around. I start with the DOs who took 2 wounds and killed a kitty, broke the hunter, and ran him down. However, my furies failed to hold up the flanking ogre bulls and promptly poofed to the ogre might. The beastherd and khorne warriors killed the gorger and the herd rolled high enough to make it into combat with the iron guts my exalted charged. I’m a genius! The khorne warriors overran where khorne warriors do … into the side of a building. The herd and exalted … my sneaky plan … combined for a total of … 3 wounds. Yep, 3 wounds. The iron guts caused 7 in return and broke the herd. Thankfully the exalted held. What a stupid idea that was .
Next turn, gnobbies charged the flank of my exalted, bulls into my DOs (who held since fleeing meant certain death), and the big bull unit with tyrant into a chariot (which fled). No surprise here but the gnobbies and iron guts broke my exalted (after he took a wound from a lucky iron gut shot) who got away. The DOs killed a bull but were broken and died from FIE. The fleeing guts rallied. Hmm, things were not looking overly good.
On my turn the exalted rallied but the herd did not and promptly fled 2 inches to continue gumming up my charge lanes. Now here things get a little confused for me and I’m losing the order of things a bit. I know at one point my BSB charged alone into the flank of the iron guts which had beat my exalted. At a critical point I needed my beastherd to fail its rally check so my khorne knights could charge the flank of the offending iron guts. The herd failed its Ld 9 rally test and ran out of the way of the knights enabling them to frenzy into the flank of the iron guts. My exalted went into the front and both combined to beat down the unit.
In later turns my khorne warriors charged the leadbelchers off the field only to expose their flank to a unit of iron guts. However, a lone chariot charged the rear of the iron guts, killed 2 out right and wounded another, broke the unit and ran it down. How about that for a turn of events? So, by this point I have firm control of 2 table quarters and Boldo is able to reform a unit to claim 2 himself. In retrospect, the majority of his reformed unit was not in the new quarter so under the new rules for claiming quarters I don’t think he could have claimed it (this would not have had any bearing on my overall status). Either way it was a great game with lots of twists and turns for both sides.
Draw for chaos and 2 bonus battle points.
Game #3 – Steve - Brettonians – Free the Prisoners
Lord – Knight’s Vow, Barded Steed, Armor of Agilulf, Virtue of Knightly Temper, Lance
Paladin – Knight’s Vow, BSB, Barded Steed, Heavy Armor, Banner of the Lady of the Lake, Virtue of Duty
Paladin – Knight’s Vow, Barded Steed, Shield, Virtue of Noble Disdain, Morning Star of Fracasse
Damsel – Steed, Dispel Scroll, Chalice of Malfleur
8 Knights of the Realm – Full Command, Warbanner
8 Knights of the Realm – Full Command, Conquerer’s Tapestry
5 Knights of the Realm – Full Command, Banner of Chalons
9 Knights Errant – Full Command, Errantry Banner
25 Men-at-Arms – Light Armor, Shield, Spear, Full Command
10 Bowmen – Skirmishers, Longbow, Braziers
3 Pegasus Knights – Standard, Champion
5 Mounted Yeomen – Champion
5 Grail Knights – Standard, TwiLight Banner
After reviewing my opponents list before the game I knew I had an uphill fight on my hands. The game called for diagonal deployment. The scenario was free the prisoners. You had to get your 3 prisoners off their impassable prison cells and back to your own impassable prison cells. Each prisoner back in place was worth 250 vps or 100 vps if he was on the field and out of the opposing cell. This scenario would have been cool if you had to move the prisoners off their cell but you didn’t. If you left them in their opposing cells they could not be attacked and you could not get your own prisoner back in. Steve decided not to move any of his prisoners while I used 2 of my 3 to distract his pegasus knights all game. Aside from the prisoner bonus the game was a standard pitched battle.
Anyway, on to the game. I started my moving aggressively toward his position and quickly drew charges from the KotRs with the BSB against my DOs and the mounted yeomen against my furies. The furies beat the yeomen and chased them off the field the following turn. The DOs held with the intention of killing the Bret BSB but caused only a single wound. They broke from combat and got away. The BSBs lance was then charged by my khorne knights in the front and beastherd in the flank (no BSB contact on the herd). The BSB survived again but the units combined to kill 7 KotRs, pursued, and captured the BSB and unit banners. The BSB and remaining KotR fled the field. Unfortunately, I had planned for my khorne knights to also pursue into the grail knights nearby and they fell a centimeter short due to me rolling a 7 on pursuit … gah!
The rest of the game started to go down hill after my initial success. The grail knight ran over my khorne knights and panicked my victorious herd. The men-at-arms kept beating my marauders and causing them to flee. My khorne warriors died to a flank charge from the errants …. Who were destroyed in turn by a dual chariot charge. I lost my marauder horsemen to a frontal charge on the small KotR unit … I had forgotten a paladin was in the front of the unit. My furies died to the Pegasus knights. My BSB and general charged the men-at-arms and beat them in combat … but the unit held. This led to his general lancing mine and my BSB running for the hills.
Once I noticed that I could not win I started securing bonus battle points. The game was a great challenge and I felt I played quite well. However, for me to win I really needed a few things to go my way, i.e. my DOs rallying, my khorne knights hitting the grails, my marauders beating the men-at-arms, him failing a rally check, etc.
Loss for chaos and 3 bonus battle points.
Game #4 – Morbid - Skaven – Capture the Objectives
Gray Seer – lvl 4 wizard, 4 Warpstone Tokens, Warpstone Amulet, Screaming Bell
Plague Priest – Sword of Might,
Chieftan – Heavy Armor, Halberd,
Chieftan – BSB, Heavy Armor,
25 Slaves – Shield, Spear, Champion, Musician
30 Clanrats – Light Armor, Shield, Spear, Full Command, Ratling Gun
30 Storm Vermin – Heavy Armor, Halberd, Full Command, Banner of the Swarm, Warpfire Thrower
3 Poisoned Windglobadiers
2 Plague Rat Swarms
4 Rat Ogres
25 Plague Monks – 2 Hand Weapons, Full Command, Banner of Burning Hatred
10 Plague Censer Bearers
This scenario allowed each of us to place 3 token in 3 separate units. The objective was to defeat the token bearing units and regain the tokens. Whoever had more of their own tokens at the end of the game would win. All of your own units suffered hatred toward opposing units that contained one of your tokens. If one of your own units captured one of your own token then that unit received +1 CR while holding the token. The hatred aspect played a pretty big part in this game.
I placed my tokens in the censer bearers, storm vermin, and clanrats while Morbid placed his in my marauders and warriors.
The game went extremely well for with my khorne knights quickly beating off the ratogres and slowly beating down the stormvermin with a chief over several rounds. Meanwhile, a chariot and my general in a unit of marauders beat down the censer bearers. Unfortunately both units rolled really low for their pursuit rolls (6 and 2 respectively … seemed to be a trend for the entire weekend). The chariot hit terrain and exploded .. it had taken wounds from warplightning earlier. My marauders with exalted were flanked by slaves, beaten, and run down … oh the embarrassment.
Late in the game I fled a charge from the seer’s huge unit of clanrats and counter charged with my khorne warriors. The halberds came out and my warriors chopped a swathe of destruction, beat the unit, and ran it down. And that was pretty much the game.
I can’t say this was my most tactical game of the weekend. I just moved forward, fled some charges, and charged in. The hatred granted by the tokens allowed my khorne units to slap around every unit they encountered in very short order. Had morbid not miscast so many spells and rolled crappy results for those that did get through it may have been a different result. Still, the game was great fun so I can’t complain.
Win for chaos and 4 bonus points.
Game #5 – Corey - Wood Elves – Take the Objectives
Treeman Ancient – Annoyance of Netlings, Cluster of Radiants
Noble – BSB
Spellsinger – lvl 1, 2 Dispel Scrolls
8 Dryads
8 Dryads
8 Dryads
8 Dryads
10 Glade Guard
10 Glade Guard
6 Wild Riders – Standard, Musician
6 Wild Riders – Standard, Musician
7 Wardancers
4 Treekin
Treeman
The final scenario called for each player to break their army up into 3 parts. Each part would be deployed in a random table third on your own side. The winner of the game would be he who controlled (had highest US within 6”) the most of 3 objectives in the center of each table third.
Well, the game progressed with me quickly bowling over one flank and eliminating both glade guard units and 2 dryad units. Unfortunately, my infantry was all placed opposite the treeman couple and spent the game staying near an objective. Their only job was to force the trees to engage them and stay away from the other 2 objectives. A few units died here and there on both sides near the end of the game … none of which had a bearing since all of the units were well away from the objectives. The real battle for position came down to the center objective. I had my full sized beastherd with wargor right near the central objective and Corey did not have enough US to win it unless he beat off the herd. He declared a charge with some dryads and the vanilla treeman (which might just make the combat after my unit formed its battle line with the dryads). I sat and thought for a while knowing there was an opportunity here but just not seeing it at first. Finally, it came to me so I fled with the herd and was run down by the treeman (my BSB also had to flee due to EITW). This pulled both units well away from any objectives but he still had 12 US on the central one and control of another. I had control of one. I charged my remaining 2 dragon ogres into the dryads … I needed an average pursuit to get into range of the objective. I had my general nearby but their combined US of 11 was still not enough … just one US short. I moved my general onto the right most objective and flew the furies claiming that objective their full 20” toward the central objective. I couldn’t tell if they were in but it was close. The DOs beat the dryads and pursued … 9 … DAMMIT!!! Anyway, both units were out by half an inch. So close.
Great game. Very close all the way to the very end. To bad the final result was the wrong one .
Loss for chaos and 1 bonus point.
When all was said and done Corey won the overall … the bastard … and I took home the Best Opponent award (a combo of comp, sports, and appearance) and finished second, I even tied for 3rd in sports with Corey.. Had I just won that last game … oh well … next time. I finished 2-2-1 and had 5 fantastic games … definitely one of the best tournaments I’ve been to. I also really liked the fact that comp played a major role in pairings and overall standings. It was nice to go to a tourney where you were rewarded for not taking a powered up WAAC list designed solely for the W. For those interested there were 14 of us there playing which is pretty tiny for a 2 day event. Perhaps turnout would have been better if the tourney were not on the same weekend as Adepticon.