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Post by Arguleon Veq on Jun 23, 2009 14:51:15 GMT -5
Well time for a new Blog and with my Dwarfs now completed it was either them or my Wood Elves. My first game is a classic match up.
Game 1 - Vs Night Goblins - 2000 Points
My list is as follows;
Lord; 1+ Re Rollable, Great Wep, Bearers, Mag Res, Rune of Challenge. Thane; BSB 5+ Ward, Magic Res. Runesmith; Shield, Rune of Stone, Rune of Balance. Slayer;
24 Warriors; Shields, FC. 10 Thunderers; Shields. 10 Thunderers; Shields. 16 Hammers; FC, Shields, Double US Rune, Rune of Battle. 7 Miners;
4 Bolt Throwers; Engineers with Braces of Pistols, 1 Rune of Pen, 1 Rune of Burning.
Organ Gun; Gyrocopter;
My opponents list was as follows;
Skarsnik; Shaman; Lvl2, 3 Mushrooms Shaman; Lvl2, Scroll, Ring Shaman; Lvl2, Staff of Stealin
30 Night Gobs; Nets, FC, 3 Fanatics. 30 Night Gobs; Nets, FC, 3 Fanatics. 30 Night Gobs; Nets, FC, 3 Fanatics. 34 Night Gobs; Nets, FC, 3 Fanatics.
5 Squig Herds; Bolt Thrower; Bully Bolt Thrower; Bully Bolt Thrower; Bully Bolt Thrower; Bully
5 Spiders; Mus 5 Spiders; Mus 5 Spiders; Mus
The young Lord Druss looked out at the pass that would lead his people to freedom, teeming from end to end with a chittering Night Goblin horde.
He sighed, his heart heavy.
His father had brought them to the barren Middle Mountains just 60 Years earlier, he was not of the old clans, his family had lived in amongst the men of Empire for years. He had made his fortune as an armourer in Middenheim. His head had been turned by a grizzled old prospector, with tales of the 'motherload' in the Middle Mountains. The old clans scoffed, in their arrogance believing the dangerous middle mountains barren of anything of value.
His father though, held his head high and set out on his great dream, to found his own hold, one that would grow to match the old holds. He wasn't alone. Dwarf outcasts from all over the Empire flocked to him, Dwarfs looking for respect in the eyes of the clans of the great holds. Looking to return to their home in the earth.
He had proved his detractors wrong. He had found rich seems of ore deep in the middle mountains, and for years the mines and growing hold prospered, far exceeding even the most hopeful expectations. Such wealth though brings enemies, and they had come in force.
During the seige of Middenheim, many Chaos Warbands attacked the fledeling hold, they had endured, but only just.
Then, as things were returning to normal, as the hold was regaining its strength once more, the insidious, oppertunistic Goblins had come. Thousand and thousands had been displaced with the Storm of Chaos, but now they had united under a Warbass, a powerful Goblin who conquered weaker warbosses with the help of his enormous squig, mutated when struck by a Tzeentchian Fireball when battling one of the Chaos warbands holding out in the mountains following the failed seige of Middenheim.
Then they came, relentless and without number. His father had fought valiantly, holding them at bay for years, but the stocks of stonebread and ale had run low and they were forced to attempt a break out. The old lord along with the oldest Dwarves of the hold had crashed into the Goblin horde, allowing the young Lord with a bodyguard to ensure his survival, and the rest of the hold to try to escape.
The Goblins though had anticipated this. The pass that would lead to freedom, teeming with a Goblin reserve force.
Young Druss regained his composure, he was a Dwarf, and he would lead his people to safety. His people had brought with them many wagons, some containing powerful Bolt Throwers and old Engineer Rudi could not part with his custom Organ Gun.
His force had a commanding position and held the high ground but Druss knew he could not fight a defensive battle. The old lord, his father, would not last long against the overwhelming odds he faced and when he fell, Druss and his breakout force would be trapped.
He swiftly decided on his course of action. He would use the high ground for as long as he dared, weakening the enemy centre with firepower before smashing through and to freedom with a good old fashioned Dwarf shield wall. Once free the Goblins would not pursue, not with the hold and its riches to loot.
Druss bowed his head and gave a quick prayer to the ancestor gods to allow his father and all of the other valiant longbeards into the great halls of the afterlife.
With that he lifted his head and roared to his people, his powerful voice and stature showing no signs of his lack of years.
'Today we write a new grudge into the book, the gravest of our short history. But we are Dwarves!, we will endure!, we will return! but to do that we must survive today. Fight for the family we have lost, for the brothers who will die beside you today and know that should we prevail today, that one day, no matter how long it may take, this grudge we be avenged!'
His short speech was punctuated with the roar of Rudi's mighty Organ gun, he looked across to the grinning engineer and smiled. Any day that involved killing grobi, could never be a bad day.
Pre Game Thoughts; I was a little worried about my opponent just hanging back and getting and just trying to outshoot me, he could probably get a minor win like that. I also had to be careful with trying to march block as I figure I need to break at least one of those big Gob units to win the game.
Terrain; Long Hill left flank, short one right flank, ruins centre.
Spells; The first two on two Shamans and the first spell and Foot on the other. So all magic missiles or the equivelant.
Early Game;
I got first turn. The whole sum of my shooting amounted to 4 dead Night Gobs... My Gyro moved behind the hill on the right, gunning for the Squigs on that flank but wanting to stay out of LOS. My Slayer moved to get behind the ruins.
The Gobbos advanced, only Skarsnik stalling. Magic and shooting did a fair bit of damage to my army.
My Gyro flew at the Squigs, burning down a few with its Steam Gun. My Miners arrived behind the enemy lines, 6 of th 7 dying to Fanatics from Skarsniks unit. My Organ Gun Misfires and Blows up. My Thunderers on my right flank down some Squigs on the left they kill 3 Spiders and panic the unit. Rest of my shooting kills about 5 Goblins. My Slayer sneaked up behind the Ruins.
Goblin advance again, no stalling this time. A few surges forwards. Spiders rally. Shooting/Magic downs 5 Thunderers, 6 Hammerers and an Engineer!.
My Gyro moved around the Squigs again. My Slayer moves out and lures some Fanatics, none reaching him. My lone Miner charges a Bolt Thrower. My shooting again did very little besides the Thunderers and Gyro on the Squigs. That Miner gets a kill, on the Orc bully and draws the combat.
Minor Clashes;
Spiders charge the Bolt Thrower with no Engineer left on my left flank. Spiders pop over the Ruins in the centre. Goblins continue to advance. Magic and shooting finishing off my Thunderers on my left. Miner Kills a Gobbo and draws combat again. My Bolt Crew hold the Spiders with a draw.
My Slayer charges the Spiders that had crawled over the Ruins. My Gyro moves off towards the Bolt Throwers and blasts down some crew, not wanting to be around the dying Squigs when they run amock. My Thunderers take the Squigs down to 1 Gobbo and 1 Squig. My Slayer only killed a single spider. My Bolt Crew break and a Lone spider chases them down off the board. Miner Kills a Gob and breaks the last one.
A central Gobbo unit gets whacked by some Fanatics quite hard. A Gobbo unit on my left charge my other Bolt Thrower on my left. I hold and do a wound to the Shaman with my Engineer. My Slayer again only kills a single Spider. My Gyro is stomped with the Foot of Gork.
My Hammers now down to only 7 models and the Lord move to get in range with the Rune of Challenge. My Shooting only downs some Goblins. Miner Charges another Bolt Thrower, the Bully already dead from my Steam gun, he Kills a Gob and draws the combat. My Bolt crew hold but I fail to kill that Shaman off. I finish the Squigs on the right with my Thunderers. My Warriors also moved up, hoping for a animosity fail and surg forward to allow them to get a charge in my lats turn. Slayer finishes off the Spiders.
I use Rune of Challenge to make a Gobbo unit either flee or charge me and land on Fanatics, they flee. The Goblin unit does surge forward leaving them in charge range of at least my Warriors and maybe my Lord. Skarsnik angles to hit the Warriors flank if I am held though. My Bolt Crew are taken down to my Engineer and 1 Crewman. Miner Kills another Gob and breaks the last one.
Final Charges!;
My Warriors and Hammers with Lord declare a charge on that unit, both reach the combat. Worried about Skarsnik flanking me in his last turn, my Slayer charges the flank of his unit to hold them, I shouldnt lose his last wound to the attacks back I get but its a risk I have to take. I smash that unit and break them but fail to catch them. My Slayer chops down 3 Gobbos so gets no attacks back against him. My Bolt Thrower is reduced to just the Engineer but he kills that Shaman.
The Rune of Challenged Gobbo unit fails to rally, the broken unit do though on LD6 thanks to the Mus. My Engineer survives and my Slayer survives and kills some more Gobbos.
Leaving - 2 good strength Night Gob units, Skarsnik and a Shaman + 2 Bolt Throwers and 2 Spiders in 1 unit.
Vs
Lord, 7 Hammers, Full Warriors, BSB, Runesmith, 3 Bolt Throwers, Slayer and full Thunderer unit.
Result - Win
Minor Victory to the Dwarfs.
Post Game Thoughts; The enemy didnt really come at me once they had released their fanatics, thankfully they didnt do too much to me. My shooting was abysmal and I probably killed more of my own stuff with it, the enemy shooting and magic phase was very effective. This left me with a lot to do late in the game but thankfully I broke that unit to get their banner and made that other unit run with Rune of Challenge. He had planned for my charge with Skarsnik but my Slayer stopped that with a flank charge of his own, saving my Warriors from getting flanked on the last turn.
I am tempted to change my War Machines a little, they are durable but those Bolt Throwers dont really kill much, I am tempted to swap one with a Grudge Thrower or Cannon. Other than that though I was happy with the list, I wiped out one flank and stalled the other with Stubborn War Machines. My Slayer held the centre and I got a decisive last turn charge to secure the game. I was very proud of that Lone Miner killed 2 Bolt Throwers.
I quite enjoyed using it to, I got to do a lot of moving with the Gyro, Slayer and Miners and got quite a few charges off in the game.
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Post by Arguleon Veq on Jun 23, 2009 14:51:37 GMT -5
Game 2 - Vs Lizardmen - 2000 Points
This will just be a brief recap is the game happened a few weeks ago and with no net access at my new place at the min, I wasnt able to write it up.
My list remained unchanged. My opponents list was as follows;
Slaan; BSB, Knows Full Lore, Extra Dice. Priest; Lvl2, Engine of the Gods. 10 Skink Skirmishers; 10 Skink Skirmishers; 18 Spear Sauros; FC 18 Spear Sauros; FC 20 Temple Guard; FC 3 Razordons;
Terrain; Large hill middle right, large hill left flank, small rocky hill central.
Magic; He took Heavens on the Slaan.
Recap;
I used my Copter to march block on my right. I shot up one of his Sauros units really badly and downed a few Temple Guard. I didnt recieve too much damage from magic. I also Bolt Throwered his Priest off the Engine.
By the time he was reaching my lines, which was late in the game thanks to march blocking we had 3 main events.
His Engine Steg charging my Warriors. It killed my Runesmith but I eventually broke it and ran it down.
My Hammerers fighting his depleted Temple Guard. My firepower dealing with the wrecked Sauros unit.
In my last turn, to take down 6 Sauros I had aiming at them. 2 Bolt Throwers, including 1 down the flank. Organ Gun, 10 Thunderers at short range. Gyrocopter Steam Gun. When the smoke cleared, a single Sauros remained, saving half the points for his unit.
My Hammerers wiped out his Templeguard on the last turn of the game, the Slaan had to take a break test on a 4, and passed thanks to his BSB Re Roll!!!.
I had lost my Miners and 1 Bolt Thrower [to Razordons], 1 Thunderer unit [to Sauros] and my Runesmith. He has left, his Slaan, 1 Sauros, 1 full Sauros unit and 2 units with 6 Skinks in each plus his Razors.
Result - Draw
Post Game Thoughts;
Gah, very annoying game, had that Slaan broke or that lone Sauros died, both should have. I would have had a comfortable win, instead I was held to a draw by about 30 points. Again though, my shooting didnt do great and I was forced to turn the game late on with vital combats.
I had expected to shoot up the Lizardmen quite easily to be honest and then finish them off in combat, thanks to my Marchblocking though, I didnt have time to finish them off fully in combat.
Still fairly happy with the list though, it has a nice balance to it and Lizardmen are a tough army to face and this was a game I should have won.
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Post by Arguleon Veq on Jul 17, 2009 14:20:20 GMT -5
Game 3 - Vs Vampire Counts - 2000 Points
Been a fair while since I have played Fantasy so I was very rusty, facing off against an Undead army I had faced once before that drew with my Empire.
Enemy was as follows;
Lord; Lvl3, Lord of the Dead, Blood Drinker, 5+ Ward, Infinate Hatred, Avatar of Death. Vamp; Lycini, Avatar of Death - 2 Hand Weps, Infinate Hatred. Vamp; Lvl2, Lord of the Dead, Book of Arkhan. Wight; Gem of Blood, Sword of Kings.
23 Skellies; FC. 23 Skellies; FC, Banner of Endless Nightmare. 23 Skellies; Spears, FC. 25 Zombies;
10 Wolves; 5 Fell Bats;
5 Wraiths;
So a very tame Vamp army but a bad match up for my Dwarfs, I made a few slight changes to my original list but they didnt come into play so I wont re write my list.
Pre Game Thoughts; I would have a very hard time dealing with those wraiths, all I really had was 2 magic Bolt Throwers, I was hoping to just lead them away and then hold them up in the later turns with my Hammers. I trusted my Crews to stand up to the Wolves and Bate and my Infantry to beat his in a straight up fight. I doubted I could kill his Lord so just wanted to kill off the rest of his characters for some easy points.
Early Game;
I had a Bolt Thrower on each flank. Infantry in the middle with the Thunderers either side of the main blocks. A Bolt Thrower centre and my Organ Gun and other Thrower on a small hill. He had his infantry face mine, his Zombies down my left, his Bats and Wolves heading for my Throwers on the right.
Vamps went first, the Bats heading at one of my Magic Throwers. My Copter moved out left to be in a position to move to march block next turn. Killed a few Skellies and 1 Bat with a Bolt Thrower shot and 1 Wraith [could only get LOS on them with 1 magic Bolt Thrower].
Bats charged the Thrower, I do a Stand and Shoot wound with the Engineer. Wraiths Danse towards my Thunderers but dont reach combat. My Crew beat the Fell Bats and 1 Crumbles. Skellies are raised. Wraith is brought back.
Copter march blocks, Slayer moves to intercept Zombies and stop them bogging down my Thunderers on my left flank. I shoot down a Wraith again whilst the Thunderers form up into 2 ranks in front of the Wraiths and my Hammerers turn to get the Wraiths flank. I figure, my Thunderers lose that combat by 2, he should kill 4 by the numbers, I outnumber, and have a rank. I lose by 2, so a LD test on an 8 thanks to my nearby Lord and I get a Re Roll thanks to the BSB. Shooting thins some Skellies and 3 Wolves. My crew finish the Bats.
Wraiths charge my Thunderers, Skellies are raised. Wolves charge the Bolt Thrower the Bats failed against. I kill 2 with Stand and Shoot thanks to the Engineers pistols again, I then go on to draw combat. The Wraiths roll great and make a mockery of my plans and smash 8 Thunderers and over run off the Table. The Lycini Vamp charges my Organ gun and kills it.
Forces Engage;
Knowing those Wraiths will be behind my lines now I advance forward with my Infantry blocks trying to force the enemies hand. Slayer in front of Zombies, Hammers in front of Skellies with 2 Heros, Warriors in front of Spear Skellies. My Bolt Thrower avanges the dead Organ Gun and shoots down that Lycini Vamp.Shooting thins the Spear Skellies. My Crew continue to beat the Wolves.
Spear Skellies charge my Warriors. Zombies charge my Slayer and Hero heavy Skellies charge my Hammerers. Some raising is done. Wraiths move on behind my lines. My Lord takes a challenge from the Wight, I am not worried because I am immune to KB. Still I lose 2 wounds but i do 4 back and kill it. My Champ fails to hit the Spellcaster Vamp. Combat is drawn. My Warriors beat the Spear Skellies. My Crew wipe out the Wolves.
I move my Copter to intercept the Wraiths to force them into my Hammerers rather than Warriors. My Lord moves across to try and get at that Caster Vamp. Shooting thins the Lords unit. I miss the Wraiths with my Magic Throwers. The Vamp goes first against my Lord, I figure he has a 1/20 chance of doing a wound and then I should smash him, getting a fair few points. Well, he does the wound and my Lord dies.... My Hammerers do ok though and hold after killing some Skellies.
Hanging On;
In the last few turns the Lords unit charged my other magic Bolt Thrower and killed it. My Warriors finally wiped out the Spear Skellies, my Hammerers could not hit or wound that Casting Vamp and with the Wraiths charging their rear were wiped out to a man. The Wraiths then went and took down my Bolt Thrower who had killed the Bats and Wolves. A close one to call.
Result - Draw
Post Game Thoughts; Well I just scraped a draw, he only needed 13 more points for the win. I knew it would be a tough ask with those Wraiths and nothing to deal with them. Still, I was on for the win before that lowly Vamp got that 1/20 chance and killed my Dward Lord. 300+ points lost and not gaining the 100+ for killing the Vamp really swung the game at the end there. The Wraiths getting a lot of kills on the charge against my Thunderers cost me the chance to take them out with combat res with a Flank Charge too.
I am fairly happy how it went though, my crew were very reliable in combat. 1Crew getting 180 points for me in combat!. Just those 2 moments cost me a victory, the Lord suffering that wound and the Wraiths rolling great on that charge against my Thunderers.
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Post by Arguleon Veq on Jul 18, 2009 19:51:12 GMT -5
Game 4 - Vs Empire - 2000 Points
Enemy was as follows;
Arch Lector; Dawn Armour, Shield, Sword of Might, Speculum. War Alter; Priest; Armour of Met Iron, Icon of Magnus, Great Wep. Wizard; Scroll, Orb of Thunder. Wizard; Scroll.
20 Swords; FC Det - 10 Halberds Det - 6 Handguns
19 Greatswords; FC Det - 10 Halberds Det - 6 Handguns
10 Handguns; 10 Handguns;
7 IC Knights; FC, Warbanner.
Cannon; Cannon; Hellstrom;
I made a few minor changes to give my BSB Rune of Might.
Pre Game Thoughts; I figure I am in for a pretty tough game, I think my army is better in combat but the enemy has a more powerful shooting phase. Thankfully my Miners should make him come to me though with that risk of them taking out his Warmachines, my Gyro also plays a good part with that. I would want to take those Greatswords on with my Hammerers. I would try to lure those knights away.
Deployment; We both had a hill in the corner of our deployment zones with some rocky areas near the centre of the table that block LOS. I castled in the centre, main blocks with the S7 Thrower between them, Thunderers either side, then flanked by an Organ Gun and Bolt Thrower. I also had a Thrower in each far corner, one on my hill.
He arrayed his Knights down my right flank, Greatswords heading at my Hammers and Warriors with some Detatchment support. Lector also heading down the centre. Swords coming down my left.
Early Game; I go first, my S7 Thrower trying his luck against the Alter which passes its ward. I do a total of 0 damage with all 4 Throwers.
He advances. Getting off the 4+ Ward spell on the Greatswords and will do for most of the game from here on out as he took Heavens on both Sorcerers. 1 Crewman is killed as the Cannon slightly overshoots a Bolt Thrower. Orb goes off to stop my Gyro.
Shooting focuses on the Lector, the S7 Bolt takes out the Alter. Another Bolt hits the Lector, he fails his ward....but I only do a single wound.
Lector joins the Greatswords, the rest of the line moves up. One unit of Handguns had hung back to deal with any arriving Miners attacking the Cannons so they turned to face the rear. A Halberd Det was left to help the Hellstrom. A Cannon takes down my S7 Bolt Thrower. The other does 2 wounds to my Hellblaster. Hellstrom misses whilst the Knights carry on towards my stranded Bolt Thrower on my far right.
Gyro moves out left to prepare to get behind those Swords. Slayer also moves that way to prepare to intercept. Miners arrive near the flank of the Hellstrom. My Thrower in front of those Knights shoots without the Engineer and then misses, the Engineer hits and wounds with both pistols but both saves are made. My Organ shoots them but only kills 2 thanks to a few passed saves. I shoot down some Swords and Handguns.
Shoot Out;
Knights charge my Thrower, kill all the crew and restrain the over run. Some Thunderers are shot down. A Thunder spell finishes my Organ gun that is down to 1 wound. A Cannon misfires and dies. Halberds turn to face the Miners. Rest of the line moves up.
My Gyro moves past the Swords and burns down the flank of a Handgun unit, killing 5 but they pass the panic, Swords also pass a panic from Bolt Throwers. Miners charge the Hellstrom, wipe out the crew and over run into Halberds. I shoot down some Handguns with my Thunderers.
Knights wheel to come down my flank. Lines continue to close, a fair few of my Hammers are shot down. Miners somehow lose combat thanks to 4 out of 5 to wound rolls coming up as 1's. But they hold. Wizard leaves the burnt Handguns.
My Organ Gun crew move to intercept the Knights and lead them off away from my lines to protect my Thunderers flank. Gyro charges a Cannon crew and sees them off. Which also panics off a Handgun unit. Bolt wounds the lone Wizard. Thunders finish off the damaged Handgun unit. Miners lose again but hold again. I finally shoot down some Greatswords and I panic the normal Swords. I move up the Hammers ready to Rune of Challenge the Greatswords as they were heading at my Warriors who I dont think could hold against them, plus this way would leave their flank to my Warriors.
Closing Stages;
Rune of Challenge the Greatswords with Lector and Priest and so they charge my Hammers. Knights have no choice really but to charge that Crew, they kill them and over run off the board, effectivly ending their game. Swords rally. Wizard leaves another depleted Handgun unit. The wounded Wizard miscasts and dies. Greatswords beat my Hammers thanks to Hatred whilst the Lector offs my Champ but I hold.
My Warriors hit the Greatsword flank. Lots die on both sides but I win heavily, Stubborn Greatswords hold though. Gyro burns a Handgun Det to under half strength. My Hill Bolt Thrower snipes the last Wizard hiding behind the combat.
In the Empire last turn The Greatswords and Hammers are trying to wipe each other out to claim full points for each other but both hang on to a few models and both units hold. Halberd Det in his depo zone continue their luck and finish my Miners off. Lord and Lector fight to a standstill as does my Runesmith and the Priest.
This Leaves the Empire with, 2 damaged Halberd Detatchments. 6 Handgunners, 3 Greatswords, 4 Knights and a Priest and Lector.
Facing, Full Warrior unit with BSB and Runesmith. 3 Hammers and the Lord. 2 units of Thunders above half strength. 2 Bolt Throwers, 1 Bolt Thrower Crew. Gyro Copter, Slayer.
Result - Win
Solid Victory.
Post Game Thoughts; That all went pretty much to plan, my Gyro did fantastic, taking down most of the enemy firepower whilst the Miners although underperforming did take out the dangerous Hellstrom. Combat ended up in pretty much a Stalmate thanks to the Greatswords and Priests but the damage I had done to all the support elements ensured me the win. I was very happy with the list and it was a fun game to play. All the little combats stopping the game turning into a slow slog and shoot out.
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Post by Arguleon Veq on Aug 1, 2009 18:43:52 GMT -5
Game 5 - Vs High Elves - 2000 Points
My original list.
My opponents list was as follows;
Korhil; Archmage; Lvl4, Choose Spells, Ring of Fury. 18 Spears; FC [1 unit]
Mage; Lvl2, Extra Power. Noble; BSB, Barded Steed, Shield, Helm of Fortune, Guardian Pheonix. 12 White Lions; FC [1 unit]
15 White Lions; FC, Banner of Sorcery.
10 Archers;
Bolt Thrower; Bolt Thrower; Bolt Thrower; Bolt Thrower;
Terrain and Deployment; Hill right in my left corner, facing one in my enemies right corner. Small hill centre left, large hill centre right. We deployed our infantry blocks centrally facing off. He had 1 Bolt Thrower on his hill, 2 on my right and 1 near the middle. I had 2 Bolt Throwers on my hill, my infantry blocks were flanked by my Thunderers who then had a Bolt Thrower on each end of the infantry line. My Organ Gun was deployed between my central blocks. Gyro just behind my lines, centre left.
Pre Game Thoughts; I was very worried about his magic and shooting. 10 Power plus all those Multi Shotting Bolt Throwers, plus his chosen spells included Curse of Arrow Attraction and Flames of the Pheonix. Then his lower mage had the Lore of Metal to snipe my armoured characters. So I reckon I would have to take the fight to the enemy, I do have 2 war machine hunters and he has none but I could lose too much early in the game for that to pull it through for me.
Turn 1 - He goes first, advances a little, I shut down Arrow Attraction on my Hammerers. Ring of Fury then kills 5 of them though, along with 3 falling from shooting.
My Dwarfs advance, including my Thunderers. My Organ Gun downs a few Spears, my Bolt Throwers kill a few White Lions thanks to Flank shots from my two on my Hill on my left corner. My Gyro flew forwards and burnt a crewman from the more central Bolt Thrower. The Thunderers on my right move across a little to cover my Hammerers, I dont want to lose 8 again next turn.
Turn 2 - Elves remain stationary. Two Bolts go at my Gyro but do no damage. Magic and shooting now focus on my Warriors, killing off 5.
My Miners arrive on his Hill with one of his Bolt Throwers on. Gyro charges the lone crewman on that more central Bolt Thrower. My Dwarfs continue fowards but my Thunderers now hold. My shooting does a little better, killing some White Lions. Gyro and Crewman do no damage and the crewman holds. Organ Gun misfires and cant shoot this turn or next.
Turn 3 - Elves shuffle back a little from the advancing Dwarfs. The Bolt Thrower on the Hill mows down 4 of my Miners. Shooting and magic thins my Warriors a little. My Gyro kills the last crewman.
Miners charge the hill Bolt Thrower. My Right Thunderers move across again, really blocking the two of his Bolt Throwers on my right from getting any decent targets. My Gyro moves to get max steam gun hits on his infantry blocks. My two more centrally deployed Bolt Throwers now have to advance to get good shots, I manage to get my left one onto that small hill and the one on my right onto the long hill on the right flank for some decent shots next turn. My two Bolt Throwers on the Hill in my Depo Zone both have Flank shots on an already depleted White Lion unit, both do great, wiping out the unit, killing the Lvl2 and wounding the BSB. My Thunderers on my left cut across around the other side of the small hill, to engage in a shootout with some Elven Archers next turn.
The Miners kill the Bolt Thrower Crew and my Gyro steams down a Spearman and 4 White Lions.
Turn 4 - Not much for the Elves to do besides keep hammering those Bolts at me, thankfully most are blocked off by the Thunderers I moved right, but they lose 6 to the Bolt Throwers. I use my Rune of Challenge on my Lord on Korhill and his Spearmen. My Lord loses a wound to Korhil but kills him, I win but the Spearmen Hold on a 4 thanks to the BSB re roll. The Archers turn and shoot down 2 of my remaining 3 Miners.
My Gyro moves to try to burn the crew of the Bolt Throwers on my right, my Warriors move right up in front of his remaining White Lion unit. The Gyro only manages to burn down 1 from each crew. My left Thunderers shoot down some of those Archers, my Bolt Throwers now all on hills take some White Lions from that last unit.
Turn 5 - The BSB charges my Gyro, I choose to flee but roll a 7 on 3 dice and am caught. The Lions charge my Warriors. The Spears are broke and run from the table. The Lions allocate a lot of attacks to my BSB and Runesmith, the Runesmith takes a wound. My Warriors win with some return kills and better static res but the Lions hold. My last Miner is shot down by the ARchers.
My Bolt Thrower on my right shoots down that BSB. The other Bolt Throwers manage to kill off the lone crew on one Bolt Thrower. My Dwarf Lord charges the Flank of those White Lions, I kill most but they hold.
Turn 6 - The last Bolt Thrower shoots my Thunderers but cant wipe them out. The White Lions are wiped out by my Dwarf Lord.
My last shooting panics those ARchers but I cant kill the last crewman on that last Bolt Thrower.
Leaving me with - 2 Hammerers, Lord, wounded Smith, BSB, 14 Warriors, 13 Thunderers + all my Warmachines. Leaving him with - The lone Bolt Thrower.
Result - Massacre!
Post Game Thoughts; I was very pleased with my list and how it worked, my shooting took over late in the game thanks to taking out a couple of Warmachines, this allowed me the edge in combat when I got there.
I always seem to do much better when I am being agressive with a list, I found the same with my DoW army.
That Rune of Challenge helped as I didnt trust my Hammerers to take down WHite Lions, so it allowed them to take out the Spearmen and the 2 main enemy characters.
A lot of combat and moving for a Dwarf list, which meant I enjoyed the game much more than I have in my previous Dwarf games.
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Post by Arguleon Veq on Aug 3, 2009 16:28:49 GMT -5
Game 6 - Vs Brettonians - 2000 Points
My list remains the same as my original list. My opponents as follows;
Lord; Heroism, Regen Armour, Grail Vow, Lance, Barded Horse. Paladin; BSB, Gromril Great Helm, Sword of Might. Damsel; Potion of Sacre, Scroll, Steed. Damsel; Chalice, Scroll, Steed.
14 Bowmen; Skirmish, Fire Arrows. 14 Bowmen; Stakes, Fire Arrows.
9 Errant; FC 8 KoTR; FC 8 Grail; FC 8 Questing Knights; FC
3 Peg Knights;
Pre Game Thoughts;A bit worried about this game, I rarely get to face Brets. I would just keep my line tight and focus my firepower on his Grail Knights, once they are dealt with, I will just try and strip a rank here and there off the other units to take that edge from them. I trust my crew to stand up fairly well to the Pegs and to at least hold them up, I figure my Engineers should do some damage with their Stand and Shoot and the 2 attacks they get in combat. I wanting his my Hammers to fight his Realm of Errants, I didnt want the Grail Knights hitting them as they would kill too many of my Hammers in t he first round to allow them to win in later rounds and the Questers with Lord would also hit hard and then still be able to whittle me down after that.
Deployment/Terrain; A hill right in my right hand corner facing one on his left. Small hill middle right, large hill middle left. He deployed his Lances centraly, Errants on my left, Grail + Quest in the middle, Realm of my right. Pegs were on my far right with the Bowmen either side of the Lances.
I had a tight deployment. Two infantry blocks centre, Hammers left, Warriors right. Organ Gun between them, Bolt Throwers outside of them. Thunderers then either side of these Throwers, with more Throwers then on the far flanks of my lines.
I had deployed VERY deep, so that he could not get a turn 2 charge. It would also prevent any rear charges from those Pegs.
Cant do a detailed Rep because I had 3 games today and I dont take notes so this is the best I can remember.
Weathering the Storm;
He Prays I go first. I blast down a few Grail Knights [4 I think], with my Bolt Throwers. My Gyro moves right out and shoots down two Skirmishing Bowmen. He advances all his stuff. His Skirmishers do 2 wounds on my Gyro annoyingly.
My shooting further cripples the Grail Knights taking them down to 1 man, I also kill a few Questers. My Gyro gets behind his Errant who have been joined by the BSB, despite lots of wounds, only 1 kill. Pegs charge my rightmost Bolt Thrower, they win but I hold. His shooting fails to kill my Gyro.
I blast a few more Questers and a few Errants, I also kill 2 KoTR who are now bearing down on me. Gyro moves to kill more Errant but does no damage. Pegs win again but I continue to hold. I also bring down a wounded Peg Knight in the process.
CHARGE!;
In his turn I use my Rune of Challenge to bring his Errants to my Hammers, I didnt want them sweeping left and taking out my Thunderers and Bolt Throwers on that flank. This messes up his plans and so he now charges his Questers and lone Grail Knight into my Warriors. His Realm Knights hit my Thunderers on my right.
Those Bowmen finally kill my Gyro.
My Hammers do a fine job against the Errant but they hold thanks to the BSB.
My Runesmith and his Lord fight a challenge in the other combat as the Lord was with the Questers, he does 1 wound to me. The rest of his attacks do pretty bad and only kill 2 more men. I do 1 wound back thanks to my BSB. I win, the Questers hold but the lone Grail Knight flees, never to be seen again.
Those Realm Knights slaughter my Thunderers and see them off the board and overun into the crew of my other right flank Bolt Thrower. Pegs finally finish off my Bolt Thrower crew.
In my turn the firepower on my left now turns to try to support my centre as my right flank has collapsed. My Hammers and Lord beat his Errants easily again but they hold again thanks to the BSB. My Warriors also now see off his Questers this turn and I chase them, rolling equal but not catching them thanks to that -1 Dwarfs get. My Miners also arrive this turn, trying to shore up my fading right flank. The over running Realm Knights dont manage to wipe out that Bolt Thrower crew.
Those Pegs smash into my Miners. Despite there only being 2, he does a lot of damage and I am ran off the board. My Engineer survives against those Knights of the Realm though. The Lord and Questers rally. My Hammers finish off the BSB and last Errants. My Lord killing the BSB himself.
I re charge my Warriors into those Questers and Lord again. I beat them and break them again, and again fail to catch them thanks to that -1! d**n stumpy legs!.
His Bowmen get a bead on my Slayer and strip a wound off him as he was moving to intercept those Pegs. The Pegs swoop across to ready a last turn charge, the Knights of the Realm finally kill that Engineer. His Lord and Questers rally again.
In my last turn, my Warriors charge that Lord and Questers AGAIN, beating them again and failing to catch them again. I shoot down a few Knights of the Realm.
In his last turn his Lord and sole surviving Quester fail to rally. The Knights of the Realm turn to face me and the Pegs charge another Bolt Thrower but only kill 1 crewman and I hold.
Leaving him with - 2 Bow Units, 6 Knights of the Realm, 2 Pegs, 1 Damsel. Leaving me with - Hammers, 2 Bolt Throwers, Warriors, All characters and 10 Thunderers.
Result - Win
Massacre!
Post Game Thoughts; I was very pleased with how that went, His hard Knight units were depleted enough so that when they hit my lines, they just bounced off and my Hammers dealt with a full unit of one of the weaker lances in the Errant. The crew were great as always, even managing to hold up a whole Knights of the Realm lance.
I did use my Gyro badly though, and my Miners, both were wasted, I should have tried to take out those Sniper Peasants with them!
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Post by Arguleon Veq on Sept 10, 2009 16:10:12 GMT -5
Game 7 - Vs Warriors of Chaos - 2000 Points
I used my usual list.
My opponents list was as follows;
Sorc Lord; Lvl4, Black Tounge, Scroll, Power Fam. Sorc; Lvl2, Nurgle, Puppet. Exalted; Disk, Flail, Shield, Eye, Book, Tzeentch. Exalted; BSB, Barded Steed, Coller of Khorne, Tzeentch, Shield, Biting Blade.
5 Hounds; 5 Hounds; 5 Horse; Thrown Axes, Musician, Slaanesh. 5 Horse; Throwing Spears, Musician, Slaanesh.
16 Warriors; Slaanesh, FC, Warbanner. Shields. 17 Warriors; Khorne, FC, Shields, Rapturous. 19 Marauders; Slaanesh, Shields, LA, FC.
Deployment; He stacked my left flank with 2 units of Hounds, Disk Rider and a unit of Throwing Axe Fast Cav. He had the other Fast Cav on my far right. He deployed his Infantry central, Slaanesh Warriors in the middle with the BSB, Khorne on my right with the Nurg Sorc, Marauders on my left with the SOrc Lord.
I deployed VERY deep. Infantry in the centre with Thunderers either side. Organ Gun and a Thrower in between my infantry and Thunderers. 2 Bolt Throwers on my right flank, one on the left. Slayer and Gyro on my left behind the left Thunderers.
Pre Game Thoughts; Pretty clear plan, shoot them. I would not bother to shoot his fast cav or dogs, I figure I will just let them bounce off my crews. The Slayer and Miners would hopefully deal with that Disk Rider. The Slayer jumping him whilst he slays one of my Crews, hopefully holding him long enough for the Miners to also join in. I only want 1 turn of combat with his Infantry and I only want to fight one block, I dont mind who it is so long as they have been weakened. I would march block with my Gyro and use my Rune of Challenge last turn to try and do it. He would have last turn so he would either have to flee, and give me points as he then couldnt rally, or fight me and be beaten by my Hammers.
Early Game; I go first, all my Bolt Throwers kill...1 Warrior. Gyro moved out behind a small building near the centre, ready to block his infantry next turn.
He advances, magic is out of range.
I move my Gyro to block his Marauders and Slaanesh Warriors, I decide to not block the Khorne as I will focus my Fire on them and should then be able to beat them in combat. I burn down a Warrior with my Steam Gun and drop some Khorne Warriors with Bolt Throwers.
His fast cav on my right get right up to my Bolt Throwers on that flank, their thrown weapons do nothing. He moves his Disk and other Cav up to my left, blocking LOS to his Disk with some Hounds. I lose a single Thunderer to magic.
I blast down 3 of the Fast Cav blocking some LOS on my right. I shoot down more Khorne with my Bolt Throwers, another few Slaanesh with my Steam Gun and my Thunderers only manage to kill 1 Dog Blocking LOS to t hat Disk Rider so my Organ Gun cant shoot him. I shoot at the Khorne unit instead. Misfire and cant shoot this turn or next.
Disk Rider charges my left hand Bolt Thrower. Dogs get in front of my Thunderers. Fast Cav on my left move to throw Axes at my Slayer. Fast Cav on my right block LOS of my rightmost Thrower completely. Exalted kills all my crew, holds his over run. Axes do a wound to my Slayer. Magic brings my left hand Thunderers to 4 models.
Enemy in the Sights; Weakened Thunderers shoot those Dogs, kill 0. Slayer charges that Exalted Disk Rider. Miners come on to that flank threatening the Fast Cav. My Blocked Thrower, I use my Engineer to kill both Fast Cav blocking the Bolt Thrower with his Pistols. The Bolt Thrower then shoots down more Khorne Warriors whilst my other Bolt Throwers also chip in. My Thunderers on my right also join in. Slayer gets 3 hits with his Great Wep, does 3 wounds. He passes all his Saves! but he doesnt kill my Slayer.
Dogs charge my 4 Thunderers on my left, too close to stand and shoot. Everything continues to move up. Axe Cav cant get out of Miners charge Arc as they are march blocked and pretty blocked in on that busy flank. Dogs beat my Thunderers but I hold. Exalted kills my Slayer, which then panics my Miners off the board!...
My Warriors move up to lure the Khorne units charge, my shooting then brings them down to just the Standard and Nurgle Sorc. That has now brought their frontage low enough to bypass the Warriors andcharge my Thunderers if they are in range though. Dogs continue to beat my Thunderers somehow.
Thunderers are in range and are charged. I take a wound off the Sorc with stand and shoot. Disk Rider moves to use his magic missile on my Gyro, and does a wound. Dogs beat my Thunderers and run them off the board. That 1 Warrior and the Sorc then beat my Full Thunderer unit by 1, I need a 9 re-rolled to stay....fail twice and run off the board, theyfollow so I wont get chance to finish them off in my last turn.
In my last turn I move up my Hammers so that his Marauders with Sorc Lord are in charge range of me. Shooting takes the Slaanesh Warriors below half strength. The game is pretty much dead even so far so I need those Marauders to be in and to break them in his turn.
Deciding Fight; I use my Rune of Challenge on the Marauders, thankfully Slaanesh no longer makes you flat ITP. They are in charge range of me [Sigh of relief] and obviosly choose to fight me as running would just give me free points, he may hold as he moves his BSB unit up behind them. Disk Rider trys to finish the Gyro off, as does the returned Nurgle Sorc with Buboes. I dispel both.
In the deciding combat my Lord slays his Lord with the help of my Shield Bearers, my Champ Kills his Champ and then I get 2 more kills for no losses. I win by about 10 in all. He fails his re-rolled double 1 and breaks, I dont bother to give chase.
I have left - All my Hammers and Warriors, Runesmith, BSB, Lord, Gyro, 3 Bolt Throwers.
He had left - 1 Khorne Warrior, Wounded Sorc, Exalted Disk Rider BSB, 5 Slaanesh Warriors, 1 Fast Cav Unit, 2 Dog Units.
Result - Win
Solid Victory.
Post Game Thoughts; Forgot to mention he blasted down my Organ Gun with magic just before it could start to fire again. Everything went pretty much to plan besides my Thunderers not being able to pass any break tests despite LD 10 Re Rolls and my Miners panicking at the drop of a hat. It would have been quite comfortable besides that. As it was a NEEDED that last turn combat to win, I had thought I probably would before the game started though. As I do normally need a big deciding combat to win with my Dwarfs.
A hard match up for my opponent and I think he did pretty well, his only mistake was not thinking about that Rune of Challenge, perhaps he should have held the rest of his infantry a little further back just in case.
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Post by Arguleon Veq on Sept 11, 2009 19:46:10 GMT -5
Game 8 - Vs Daemons - 2000 Points
Here is a Recap on the list I have been using;
Lord; 246 Great Weapon, Shield Bearers, Rune of Stone, Rune of Resistance, Rune of Challenge, Rune of Warding.
Runesmith; 127 Points Shield, Rune of Stone, Master Rune of Balance.
Dragon Slayer; 50 Points
Thane; 130 Points Battle Standard - Rune of Warding, Rune of Gromril.
Hero Total - 553 Points
10 Thunderers; 150 Points Shields.
10 Thunderers; 150 Points Shields
23 Warriors; 232 Points Shields, Full Command.
Core Total - 532 Points
7 Miners; 77
16 Hammerers; 288 Points Shields, Full Command, Rune of Battle. Rune of Stoicism.
Bolt Thrower; 90 Rune of Penetrating, Engineer - Pistols.
Bolt Thrower; 65 Engineer - Pistols.
Bolt Thrower; 65 Engineer - Pistols.
Bolt Thrower; 70 Burning. Engineer - Pistols.
Special Total - 655 Points
Organ Gun; 120 Points
Gyrocopter; 140
Rare Total - 260 Points
2000 Points
My opponents list was a LD Bomb as follows;
Keeper; Temptator, Siren Song, Lvl4. Masque; Tzeentch Herald; Vortex Tzeentch Herald; BSB, Vortex, Fly, Icon of Despair.
29 Horrors; Standard, Banner of 3D6 Close Combat Hits. 10 Nettes; 10 Nettes;
2 Fiends; 2 Fiends;
Deployment; I had my usual set up, Infantry flanked by Thunderers, Machines interspersed between the units. Slayer right, Gyro left. He had Horros, Masque, Keeper up the middle. Fiends and Daemonettes right, Fiends and Daemonettes left.
Pre Game Thoughts; A tough list to face that would be on my guns before I could cause much damage, I do have enough firepower to bring that Keeper down in turn 1 though, I should easily achieve it if I go first as there isnt much terrain for him to hide behind on this table [all near the edges]. If I couldnt I would have to rely on one of my units holding it up with the help of the BSB and Lords LD and then try to get one of my blocks in on it.
Early Game; Daemons get first turn and zip towards me. Most magic is out of range.
He uses Song on my Gyro but im out of range. I open up absoloutly everything on that Keeper, I cause 7 wounds. He passes 5 Ward Saves.....The Keeper still has 3 wounds at the end of my turn and would be in combat next turn. The Gyro moved out to the centre ready to start burning down some Horrors next turn.
Keeper charges my right Thunderers, Fiends my rightmost Thrower, Fiends on the other flank my leftmost Thrower. Horrors with both Heralds turn to face my Gyro. Masque hides behind some advancing Nettes and reduces the LD of my Thunderers by 1. Magic blasts down my Gyro.
My Stand and Shoots for all 3 units [Pistols on Engineers] all do nothing at all. Fiends beat both my crews and run them off the board thanks to autobreaking them. One of my Engineers does 2 wounds out on that right flank though. Right flank Fiends hold their over run, the left Fiends fail and chase off the table. Keeper kills 4 Thunderers but I manage to hold thanks to my nearby BSB.
Miners arrive and park themselves in front of those wounded Fiends on my right. Hammers with Lord turn to face the Keepers flank ready to charge it should my Thunderers hold again. Warriors move on those Horrors whilst still keeping my Thunderers in BSB range. My shooting downs some Daemonettes on the left flank thanks to the other Thunderers. Organ Gun misfires and cant shoot this turn or next. I dont lose as many Thunderers this turn and manage to hold again thanks to my BSB.
Righthand Daemonettes move to block off and redirect my Hammers away from the Keeper. Masque moves to get a bead on a Bolt Thrower. Fiends on the right charge those Miners, on the left they return and face the Flank of my Thunderers. Magic blasts down a fair few Warriors thanks to Bolt of Change. My Thunderers are wiped out by the Keeper. Those Fiends kill 2 Miners but lose a Fiend to the return attacks, the remaining Fiend remains stable.
Bracing the Lines!; My Hammers charge those Daemonettes blocking them. Whilst my Slayer charges the Keeper, hoping to get lucky and hold it for 1 turn. Warriors continue on towards those Horrors. Bolt Thrower gets the Masque, she passes her Ward. Thunderers turn to face those Fiends, hoping a Stand and Shoot will help to see them off. Lord and Hammers fair badly against the Daemonettes and 2 remain after instability. Slayer is easily killed. Miners finish off that Fiend.
Masque charges a Bolt Thrower. 3 remaining Nettes on my left and the 2 Fiends charge my Thunderers, stand and shoot kills nothing. Magic kills about 10 Warriors thanks to Bolt of Change again. Flying LD Bomb Herald gets deep in my lines as does the Keeper. I finish off those Daemonettes with my Hammers. My Thunderers are beaten and ran down by the Fiends, who over run into my last Bolt Thrower. My crew are beaten by the Masque but hold.
My Hammers turn to face back towards the action. Warriors fail a charge on the Horrors by half an inch. Miners also close in. My Bolt Thrower crew are finished by the Masque.My last crew are killed by those Fiends.
Flying BSB Herald moves close to my Warriors to lower their LD for the coming panic checks as they are blasted by magic, as does the Masque, every last Warriors is killed. This does now though leave them close to my Runesmith and BSB who now have a 360 LOS. Fiends and Keeper surround my Hammers, ready to charge them from both sides whislt magic strips down some Hammers and takes a wound off my BSB. Organ Gun is also blasted down.
So all I have left now are my characters, 5 Miners and about 12 Hammers, surrounded by the enemy on all sides and getting blasted by magic.
Last Stand of Druss; My Hammers turn to face the Keeper, allowing the Fiends their rear. I place my Lord Druss in the centre so the Keeper will have to contact him to bring most models into play if he charges.
My Runesmith and BSB are just in charge range of the BSB Herald thanks to their new 360 LOS due to their unit being wiped out. They both charge and kill it. Over running into the Masque!. This gets me a lot of points and will force my opponents hand in trying to kill off those Hammers in order to be certain of a win.
Keeper charges the Hammers in the front, Fiends in the rear. Gift kills my Runesmith. My BSB wounds the Masque though but it passes its stability test.
In the big final fight my Lord challenges the Keeper. I lose 1 wound. My Lord then does 2 to take the Keeper to its last wound, and then my Shield Bearers finish it off! The Fiends get some kills though and pass their instability but the game has completely turned on its head and now I am on for the win in my last turn.
My Hammers and Lord smash down those Fiends but my BSB fails to be killed by or to kill that Masque.
Leaving me with - BSB, 7 Hammers, Lord, 5 Miners. Leaving him with - Masque, Horror Block, Herald, 3 Daemonettes.
Result - Draw
Post Game Thoughts; An awesome climax to the game with our Lords going toe to toe and Druss pulling out a result for me. I was very frustrated with the Keeper passing so many Wards early on but it evened out in that final combat where he passes 0.
Once I failed to kill him with my opening salvo and he silenced a lot of my guns in his second turn I thought it was pretty much game over.
The big turning point was him wiping out my Warriors with all his magic, he rolled amazingly well for his final spell on my Warriors and killed a lot more than he expected, which then allowed my Characters to get the jump on his BSB and Masque. That BSB is worth so many points that it probably pulled the game back close to a draw so he was forced to then fight my Hammerers, which he wasnt going to do.
That allowed for that big showdown where my luck levelled out and it turned the game on its head. That gave me a draw of about 200+ points in my favour so I was pretty close to a win in the end.
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Post by Arguleon Veq on Sept 12, 2009 20:34:21 GMT -5
Game 9 - Vs Dark Elves - 2000 Points
My opponents list was as follows;
Lord; Cloak, Shield, Heavy Armour, Caledors Bane, Pendant, 2 Null Talismans. DRAGON Master; Lance, Shield, Cloak, Heavy Armour, Cloak of Hag, Ring. MANTICORE
5 Dark Riders; 5 Dark Riders; 10 Warriors;
HYDRA; HYDRA;
Chariot; Chariot; 18 Black Guard; FC, ASF.
This will only be a quick recap as we lost track of turns and I have forgetten a lot of what happened.
Early Game; Dark Elves go first, Riders gunning at my wide Bolt Throwers on both flanks and Monster Riders at the Thunderers.
I open up with all my firepower, I take 3 wounds from the Dragon, 1 from the Lord. I also kill the Master on the Manticore.
Dark Riders charge my Bolt Throwers. Monsters charge Thunderer units. I get lucky on stand and shoot, killing the Dragon and taking the Manticore to 1 wound. Both my units hold. My Crews and Dark Riders fight to a standstill.
Slow Grind; All those combats grind on, my Crews eventually win out over the Dark Riders on one flank but lose on the other. That Lord now on foot finally beats my Thunderers with the help of a Chariot. The Manticore is brought down by my Slayer before it can break my Thunderers.
My Lord and Hammers are charged by 2 Hydras whilst my Warriors end up in a big fight with the Black Guard. My Hammers take a while to beat those Hydras although one was down to 1 wound before it reached combat. My Lord kills the wounded Hydra and takes 4 wounds off the other before my Shield Bearers finish it off as they usually seem to do.
My Warriors lose a few times to the Black Guard but manage to hold as they dont lose by much. They stay long enough for my Lord and Hammers to get in the Black Guard flank.
The Chariot that helped beat my Thunderers then smashes into the flank of those Warriors but it is soon broken in that big combat. Meanwhile his Lord went off on foot to go and kill another crew.
I blasted down his Warrior Screen and other Chariot and also shot down the fleeing Chariot with my Organ Gun. My Slayer takes a charge from a Lone Dark Rider, survives and kills him.
The game ended with 2 Black Guard in combat with depleted Hammer and Warrior units. My opponent also had his Lord on foot out in the open. I had a Bolt Thrower, Slayer, depleted combat blocks, MY Gyro and 5 Thunderers.
Result - Win
Solid Victory.
Post Game Thoughts; My first turn shooting and some lucky stand and shoot reactions pretty much won me the game early on. Although my Bolt Throwers pretty much all hit the Lord himself and all bounced off his Pendant. My Crews also did great early with the Brace of Pistols stand and shoot allowing them to kill off a few riders, survive the charge and then grind them down.
I was impressed that the Dark Elves still managed to stick around in combat after my shooting damage though, that Lord took on a Thunderer unit on foot single handed and held them until a Chariot come to his aid. The Hydras made a mess of my Hammers before breaking and those Black Guards hacked down most of my Warriors and Surviving Hammers before being brought to a managable number.
My Lord did great again though, killing 2 Hydras. His tally for the last 3 games are [just counting important kills] -
Sorc Lord, Keeper of Secrets, 2 Hydras.
Although of all that, my Shielbearers got the final wound on -
Sorc Lord [IIRC], Keeper, 1 Hydra.
It looks like my last game will be against Shooty/Magic Heavy Tomb Kings with lots of Scorps.
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Post by Arguleon Veq on Sept 19, 2009 20:00:45 GMT -5
Game 10 - Vs Tomb Kings - 2000 Points.
I changed my list slightly;
I dropped the S7 Bolt Thrower and a basic Bolt Thrower.
I added Rune of the Furnace on all characters. Rune of Flaming on Thane. Rune of +1 WS on Runesmith.
+ Cannon with Engineer with Brace of Pistols with Rune of Reloading.
My opponents list was as follows;
High Priest; Claok, Jar. Priest; CASKET, 4+ Rebound Ward. Priest; Steed, 2 Scrolls. Prince; +1 Wound Armour, Great Wep.
Cat; Skulls of the Foe. 15 Archers; 15 Archers; 15 Archers; Champ, Mus.
Scorp; Scorp; Scorp;
19 Tomb Guard; Full Command, Icon of Free Reform.
Pre Game Thoughts;I think this will be my toughest game, I cant outshoot him because he can bring his fallen back. It will take me all game to reach combat but I will have to try. If I can snipe the casket Liche with my Cannon it will give me a good chance to cause enough damage in combat in the 1/2 turns I will have to try and pull out the draw or minor win.
Deployment; I deployed as usual, infantry flanked by bolt throwers split up by Warmachines with my Organ in the centre. He had his Casket, Guard and Cat in the centre, 2 archers on my right one on my left. 1 Scorp on the board to protect his Cat.
Early Game; I go first I move most of my units up. Bolt Throwers kill 2 Tomb Guard, Cannon rolls a 2 and a 2 on the Artillery Dice and so falls short of that Casket Priest.
His shooting blasts down 12 Dwarf Warriors.
I continue on slowly. My shooting all misses, my Cannon rolls a 10 and overshoots. My Gyro moves near that Cat an burns the Priest on the Casket but his Ward just means a Tomb Guard dies instead.
His Scorps both arrive dead on and charge, one getting a Bolt Thrower the other getting my Slayer protecting another Bolt Thrower. His shooting blasts 5 Hammers and more Warriors and a few Thunderers. He heals all his damage, he also magically charges my Gyro with his other Scorp. Scorp and Gyro do a wound each, Slayer and Scorp - Slayer loses a wound, Scorp loses 2. Other Scorp kills 1 of my crew for no wounds back.
The Slow Slog; I continue the slow slog. My Cannon rolls a 2 again, then it misfires on the bounce and gets stuck in the mud. My units carry on. Slayer is killed, crew is killed, Gyro and Scorp fight to a standstill. My Miners keep failing to arrive.
He charged the other Bolt Thrower with one Scorp and the Cannon with the other. Stand and shoots do a little damage but both crews are killed and ran down. Shooting and magic really reduce my numbers now.
My Miners arrive and now my Thunderes and Organ Gun are in range I blast down about 10 Grave Guard. My Gyro is killed.
He heals up all his casualties, magically gets my Miners with the SCorps.
Over the next few turns he takes down my Miners slowly, and blasts down most of my Thunderers. My Organ Gun kills a Scorp before it is taken out.
All I am left with in my last turn are a fairly healthy Hammer unit and a depleted Warrior unit, I manage to get the Warriors in on an Archer unit and my Hammers on his Guard but his Prince had already left for the saftey of the back line.
Closing Combats;I slaughter both units and finish them off in his last turn. We worked out the points, he has got a minor victory by 10 points, so 10 points less would have been a draw!.
Result - Minor Loss.
Post Game Thoughts; Turned out much closer than it looked in the end because of how quickly my units caused damage once they reached combat, I expected a minor loss though to be honest. My dice were appauling this game and his fantastic. My Thunderers were wiped out in his last turn too, if just 1 had survived I would have drawn. Not being able to stop his magic got both my Miners and Gyro killed so I wasnt able to kill off that Cat. A tough game but I was impressed that the Dwarfs made it so close.
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