Tuesday, 24 February 2015

Cancon 2015 Report - Part 7

This is the final part of my Cancon report. You can find the previous game here.

Game 8 - Battle Line
Sarah Mathews, Wood Elves

  • Glade Lord on Forest Dragon with Armour of Silvered Steel, Talisman of Preservation, Ironcurse Icon, Starfire Shafts, Asrai Spear, Asrai Longbow
  • The Sisters of Twilight on Ceithin-Har (Forest Dragon)
  • 6 Glade Riders with Musician, Standard Bearer, Spears, Longbows, Starfire Shafts
  • 6 Glade Riders with Musician, Standard Bearer, Spears, Longbows, Hagbane Tips
  • 6 Glade Riders with Musician, Standard Bearer, Spears, Longbows, Hagbane Tips
  • 6 Glade Riders with Musician, Standard Bearer, Spears, Longbows, Trueflight Arrows
  • 6 Wild Riders with Standard, Banner of Swiftness
  • 6 Wild Riders with Standard, Banner of Eternal Flame
  • 6 Wild Riders with Standard
  • 3 Warhawk Riders
  • Great Eagle

Swedish Score: 14.7

Wood Elves. Wood Elves with no glade guard and no magic. Oh, and 2 dragons! How awesome is that? Of course, this meant another list with no BSB and (in this case) no magic at all. I guess when you’re spending all your character allowance on a couple of big monsters, sacrifices have to be made…
No dragons for the first 2 days, and then 3 in the final 2 games?

Cancon 2015 Report - Part 6

This is a continuation of my Cancon report. You can find the previous game here.

Game 7 - Battle for the Pass
Dustin Flack, Dark Elves

  • Dreadlord on Black Dragon with Armour of Destiny, Other Trickster's Shard, Seadragon Cloak, Shield, Lance
  • Master on Dark Steed with Black Dragon Egg, Heavy Armour, Seadragon Cloak, Shield, Lance, Brace of Repeater Handbows
  • Master on Cold One with Potion of Strength, Luck Stone, Heavy Armour, Seadragon Cloak, Halberd
  • Sorceress (Level 2, Lore of Metal) on Dark Steed
  • Assassin with Sword of Anti-Heroes, Charmed Shield, Dark Venom
  • 5 Dark Riders with Repeater Crossbows, Shields
  • 9 Dark Riders with Repeater Crossbows, Shields, Full Command
  • 28 Dreadspears with Full Command, Banner of Swiftness
  • 6 Cold One Knights with standard, Musician, Gleaming Pendant
  • Hydra with Fiery Breath
  • Reaper Bolt Thrower
  • Reaper Bolt Thrower
  • Reaper Bolt Thrower
  • 5 Warlocks

Swedish Comp: 13.5

It’s a brave man that will go into a tournament without a BSB (unless you’re talking undead or something). In Dustin’s case I gather this was largely a comp-driven decision, but an army with little magic and no battle standard is likely to have a hard time of things.

This game felt like one I should be able to win, provided I could keep the keeper from dying. Thus far this had proven difficult, but I needed to preserve the points if possible.
Deployment and vanguards. There is a hydra there somewhere. See if you can spot him...

Monday, 23 February 2015

Cancon 2015 Report - Part 5

This is a continuation of my Cancon report. You can find the previous game here.

Game 6 - Battle Line
Alex Thompson, Dwarfs

  • Runesmith with Gromril Armour, Shield, Rune of Stone, 2 Runes of Spellbreaking
  • Runesmith with Gromril Armour, Shield, Rune of Stone, 2 Runes of Spellbreaking, Rune of the Furnace
  • Thane BSB with Gromril Armour, Shield, Master Rune of Grungni, 2 Runes of Slowness
  • Master Engineer
  • 28 Longbeards with Standard, Old Guard, Rune of Stoicism
  • 13 Quarrellers with Great Weapons
  • 23 Hammerers with Standard, Keeper of the Gate
  • Cannon with Rune of Forging
  • Grudge Thrower with Rune of Accuracy, Rune of Forging
  • Gyrocopter with Steam Gun
  • Gyrocopter with Brimstone Gun
  • 18 Irondrakes with Full Command, 2 Runes of Slowness
  • Organ Gun with Rune of Accuracy

Swedish Comp: 13.8

Dwarfs! Everyone loves dwarfs! Well actually, it seems like dwarfs love dwarfs and nobody else does. Anyway, this looked like a pretty traditional dwarf list with multiple runed-up war machines, a lot of anti-magic and Runes of Slowness galore to buy a bit more time for shooting before the combat blocks engaged.

With our respective lists, this game was always going to be a question of whether I could rush the line before the artillery cleaned me up. I had some small hope of improving matters with the soul grinder’s stone thrower and Pit of Shades, but with Alex having the equivalent of two Destroy Scrolls up his sleeve, it was unlikely I would get a chance with anything less than irresistible force.
Dwarf deployment, with another gyrocopter off to the right out of picture.
My deployment, after vanguards.
I could have sworn that keeper was behind the soul grinder. Maybe I knew I was going to get the first turn? Must have moved up behind it in turn 1.
Vanguard and then a move puts the mounted daemonettes well in the flank of the irondrakes. Enough to make them move.
Given that I actually don’t play all that often, this was my first game against the new Dwarf book. I used the army at Convic last year, but it was a very different list. The Runes of Slowness messed with my head a bit and I probably didn’t play some parts of the game as well as I could have.

I deployed the keeper behind the soul grinder to try to catch cannon balls and organ gun shots, but then I was greedy and wanted to fire the stone thrower so I couldn’t march in the first turn. Naturally this turned out to be a waste of time as the stone thrower missed, and I was now 8” further from the dwarf line than I could have been. I forced through at least one Pit of Shades, but it scattered off the organ gun and I achieved nothing.
See, now I'm hiding.
The fiends engage the quarrellers. I hadn't though about the need to pursue them when I devised this plan, but they would totally have stayed on if I let them go.
The fiends rushed the quarrellers because they looked like an achievable target and swept them off the table in a turn. I had to pursue because I didn’t trust the dwarfs to leave the field, which meant my unit was exposed the following turn when it re-entered play. The hammerers had turned to face them, and charged them before bludgeoning them to death over a couple of rounds.
The fiends re-enter play and find a welcoming committee waiting for them.
I might have rescued the fiends with the keeper, but realised that there was a good chance I wouldn’t make it because of the Slowness runes. I couldn’t afford a completely wasted turn as the soul grinder had been removed by the very first shot from the grudge thrower, so instead I had to leave the fiends to their fate in order to move into a position to rush the war machines with the beasts and keeper the following turn.
The keeper was moving up, but too far away to support. I think the beasts may have missed a charge on the organ gun. Just couldn't get rid of it.
Unfortunately the keeper didn’t make it. I actually passed a couple of ward saves against cannon balls before the organ gun opened up and obliterated it. The beasts went in on their own, but somehow couldn’t even deal with an organ gun on the charge. They did kill it, but they took long enough that the hammerers had reformed and charged them in the rear. That went badly.
Horrors charging into combat! It was such a good plan...
So my left flank had been a bit of a disaster. Closer to the centre, one of the gyrocopters flew up to try to hassle my daemonettes, but got itself rear-charged by the horrors. I was delighted by this outcome, but then failed to break the thing on about Ld 4 in the first round, and suddenly things didn’t look so good. It turned around, started killing my horrors, and I actually lost combat multiple times against it. Ironically I was right on the brink of losing the unit when the 2 or 3 remaining horrors suddenly fired up, wounded the gyrocopter and broke it before running it down. 
The plan was looking less good as I lost over and over. Fortunately it improved later.
My right flank advanced strongly in the first turn.
Second turn saw some careless exposing of daemonette flanks. 
The daemonettes had hurried off and I think they tried to charge the flank of the irondrakes as they turned to deal with my mounted daemonettes that were trying to sneak around behind them. Unfortunately Slowness was involved again and I failed the charge (or maybe decided not to declare it), and then got shown up by the longbeards, who instead wheeled about and charged me in the flank. This seemed disastrous, but it was not as bad as expected. The herald fired up and started hacking at the dwarfs, including cutting down the “general” (ie: the regular runesmith who was somehow in charge of the whole thing). Alex must have rolled fairly poorly, because I barely lost combat and then reformed to face them. I then beat them a couple of times before they unexpectedly failed a stubborn break test (the BSB was off with the hammerers, out of range) and I ran them down. It was all quite amazing.
Apparently daemonettes can take stubborn longbeards. Who knew?
Argh! So close!
The daemonettes then turned around to face the rear of the irondrakes. The bloodletters had seen off the second gyrocopter (but failed to kill it), and were just about to charge the front of the irondrakes. They gave a surprisingly good account of themselves (I think I passed a lot of saves), and meant I was well-positioned for the daemonettes to come in and break things up. Again the Runes of Slowness kicked in however, and a pretty average charge roll coupled with the runes meant I failed to make the charge (I was only maybe 7” away, so effectively rolled a 0).
Bloodletters charge and break the gyrocopter, but it gets away.
The net that was closing in.
Bloodletter saves! Amazeballs.
I expected this to be the disaster that lost me any chance in the game, but the bloodletters somehow held on for another 2 rounds of combat. The hammerers also failed a middling charge to hit the flank of the daemonettes (it was maybe 10”). This time I couldn’t fail my charge and the daemonettes hit the irondrakes in the rear, I won combat well, and the dwarfs broke… And outran both of my pursuing units when I didn’t have another turn to chase them. 
No, no, no! They're getting away!!!
It was probably about 600 points that had escaped me - it would have been enough to win me the game narrowly. Instead I lost. So close. Outrun by dwarfs. Oh, the shame.

In truth, I had been lucky in places and unlucky elsewhere. It was just a pity that I seemed to be playing every game without the keeper. That was no doubt the difference. If I'd hurried more in the first turn rather than dawdling to fire the stone thrower on the soul grinder or remembered to allow for the Slowness runes earlier, I might have actually made it. Oh well.
Sorry Alex, I don't remember what this roll was for. I remember it being very helpful to my cause, however. 

Result: 7-13 (after comp)

Sunday, 22 February 2015

Cancon 2015 Report - Part 4

This is a continuation of my Cancon report. You can find the previous game here.

Game 4 - Battle Line
Karl Anderson, Orcs and Goblins

  • Orc Great Shaman (Level 3) with Earthing Rod, Ruby Ring of Ruin, Talisman of Preservation
  • Orc Shaman (Level 1) with Feedback Scroll
  • Night Goblin Big Boss BSB with great weapon, Talisman of Endurance
  • Night Goblin Big Boss with great weapon, Obsidian Lodestone
  • Night Goblin Big Boss with great weapon, Dragonbane Gem
  • 40 Night Goblins with shields, spears, full command, Netters 2 Fanatics
  • 18 Savage Orc Big 'Uns with additional hand weapons, full command
  • 5 Goblin Wolf Riders with spears, shields, musician
  • 5 Goblin Wolf Riders with spears, shields, musician
  • 18 Black Orcs with shields, full command, Standard of Discipline
  • 1 Goblin Wolf Chariot
  • 1 Goblin Wolf Chariot
  • Orc Boar Chariot
  • Orc Boar Chariot
  • 2 Snotlings
  • 2 Snotlings
  • Goblin Rock Lobber
  • Snotling Pump Wagon with Spiky Roller, Giant Explodin' Spores
  • Snotling Pump Wagon with Spiky Roller, Giant Explodin' Spores
  • Doom Diver Catapult
  • Doom Diver Catapult
  • Mangler Squig
  • Mangler Squig

Swedish Comp: 15

I had come out of day 1 with only a single win, so I was hoping to improve on that. I generally like to at least “break even” no matter what list I’m messing about with and this was by no means the worst I’ve had…

Karl had a traditional orc gun line (when did gun lines become the standard way to play orcs? The world has gone mad). It was a bit of a concern for my keeper, especially when backed up by Foot of Gork. On the bright side, there was not a whole ton of combat staying power, so I might be OK if I could weather the storm.
Deployment, after some wolf riders used vanguard to move up on my flank.

Tuesday, 17 February 2015

Cancon 2015 Report - Part 3

This is a continuation of my Cancon report. You can find the previous game here.

Game 3 - Meeting Engagement
Michael Clarke, High Elves

  • Prince on barded steed with Dragon Armour, Charmed Shield, Dawnstone, Giant Blade
  • Archmage (Level 4, Lore of Metal) with Obsidian Lodestone
  • Noble BSB on barded steed with Dragon Armour, Ogre Blade, Enchanted shield
  • Mage (Level 2, Lore of Beasts) on barded steed with Ruby Rung, Dragonbane Gem
  • 27 Archers with full command
  • 12 Silver Helms with shields, full command
  • 6 Dragon Princes with full command
  • 14 Phoenix Guard with full command
  • Lothern Skycutter
  • 10 Sisters of Avelorn
  • Great Eagle
  • Great Eagle
  • Bolt Thrower
  • Bolt Thrower

Swedish Comp: 14.6

Michael seemed pleased to see me. Apparently he’s been waiting for his revenge ever since Kurt Helborg rolled a 12 to run down his fleeing archmage a couple of years ago

The scenario was Meeting Engagement, and I won the roll-off to set up first. Only my daemonettes started off the table, which wasn’t too bad. My herald lurked near some other infantry and waited for her friends to arrive. I put the keeper, beasts and soul grinder over on my deep flank, in an aggressive position.
Deployment. I put my stuff down first, with the herald alone behind the bloodletters.

Monday, 16 February 2015

Cancon 2015 Report - Part 2

This is part 2 of my report of Cancon 2015. You can find part 1 here.

Game 2 - Battle Line
Ashley Ellis, High Elves

  • Archmage (Level 4, Lore of Metal) with Talisman of Preservation
  • Prince on barded steed with Armour of Destiny, Ogre Blade, Shield
  • Mage (Level 2, High Magic) on barded steed with Golden Crown of Atrazar
  • Noble BSB on barded steed with Dragon Armour, Star Lance, Enchanted Shield
  • 5 Ellyrian Reavers with spears, musician
  • 5 Ellyrian Reavers with spears, musician
  • 15 Lothern Sea Guard with shields, full command
  • 8 Silver Helms with shields, full command
  • 6 Dragon Princes of Caledor with musician
  • 6 Dragon Princes of Caledor with musician
  • 14 Sword Masters of Hoeth with standard bearer, musician
  • 12 White Lions of Chrace with full command, Gleaming Pennant
  • Eagle Claw Bolt Thrower
  • Eagle Claw Bolt Thrower
  • Eagle Claw Bolt Thrower

Swedish Comp: 14.5

Ashley had gone for an MSU-style High Elf list. The level 4 having metal magic worked well for me (my army lacked much in the way of armour, so some of the spells like Searing Doom were not much good), but there was still enough of a ranged threat there to concern some of my units. Fortunately he kind of messed up his deployment a bit and didn’t leave enough room for the bolt throwers, so they were hindered a little.
My deployment, anchored by a water bottle in the centre. The river was a toxic ooze, or whatever it's called - the one that is dangerous and gives poison attacks.

Cancon 2015 Report - Part 1

It’s been a few weeks now, but I may finally have time to do a Cancon report. Better late than never, right?

It was a long time ago that I posted my list, so here it is again to refresh your memory:

  • Keeper of Secrets (Level 4, Lore of Shadow) with 2 Greater Gifts
  • Herald of Slaanesh with Battle Standard; Greater Locus of Swiftness, Lesser Gift
  • 23 Daemonettes of Slaanesh with Full Command
  • 18 Bloodletters of Khorne with Full Command, Banner of Swiftness
  • 10 Pink Horrors of Tzeentch (Level 1, Lore of Tzeentch)
  • 5 Seekers of Slaanesh
  • 6 Fiends of Slaanesh
  • 2 Beasts of Nurgle (in 1 unit)
  • Soul Grinder of Slaanesh with Daemonbone Claw, Phlegm Bombardment

Swedish Comp: 14.7

Daemons are really not my thing, but it was something different and I felt like I could throw in whatever I liked without Swedish Comp taking a huge steaming dump on my hopes and dreams, so I was happy enough.

I’m afraid I forgot my camera on day 1, so had to make do with my mobile phone. Sorry for the rubbish photos...

Game 1 - Dawn Attack
Nathan Goodchild, Vampire Counts

  • Vampire Lord (Level 1, Lore of Vampires) on Zombie Dragon with Charmed Shield, Talisman of Preservation, Ogre Blade, Potion of Foolhardiness, Quickblood, heavy armour
  • Necromancer (Level 2, Lore of Vampires) with Dispel Scroll
  • Necromancer (Level 1, Lore of Vampires) with Scroll of Shielding, Ruby Ring of Ruin
  • Tomb Banshee
  • 5 Dire Wolves with Doom Wolf
  • 5 Dire Wolves with Doom Wolf
  • 5 Dire Wolves with Doom Wolf
  • 30 Crypt Ghouls with Crypt Ghast
  • 20 Zombies with musician, standard bearer
  • 20 Zombies with musician, standard bearer
  • 8 Hexwraiths
  • 2 Fell Bats
  • 2 Fell Bats
  • Varghulf
  • Varghulf
  • Terrorgheist

Swedish Comp: 15.5

The first game was a grudge match, with Nathan looking for revenge after my narrow escape in the final round of Rumble in the Bronx. Both of us were using completely different lists here, with Nathan bravely fielding a zombie dragon in a good show of contempt for conventional wisdom.

It would be fair to say that I didn’t really know what I was doing going into this game. I had played a single practice game with my list, and it had given me a slightly narrow view of how to use my army. Of course, Nathan was using a borrowed army too (he was using Roy Diprose’s beautiful undead orcs). So no excuses.
Most of Nathan's deployment, with the zombie dragon on the wrong side from the rest of the army. The arachnarok is a terrorgheist. The long row of ghostly blue dogs is the hexwraiths.