For those not familiar with the Masters, it's a tournament with a unique format. Comp scores are determined by the players, with all the lists being collated and sent out prior to the event. The 3 highest and lowest scores were discarded, and the scores were then averaged out and attached to the armies, rather than the players? Why is this an important distinction? Because in rounds 3 and 4, players use the army belonging to someone else, drawn randomly out of a hat. So for those rounds you get the comp score associated with the list you draw, rather than the one you arrived with at the start of the event. These 2 rounds are referred to as the "sealed section", and are the real distinguishing feature of the event.
I've already revealed the details of my Empire list here. It received a comp score of 2.5 out of 5, so was considered about mid-range in terms of strength. Having said that, a number of people expressed their admiration for the list going into the event, and declared that it should be strong enough for me to do well. If people were to be believed, the list had the goods. In that case the only remaining question marks were around the player...
Round 1: Waypoint
Nick Hoen, Tomb Kings
Nick strikes a confident pose before the game |
20 Skeleton Archers with Full Command
10 Skeleton Archers with Musician
10 Skeleton Archers with Musician
4 Skeleton Chariots with Standard, Musician, Banner of Eternal Flame
3 Skeleton Chariots with Standard, Musician
3 Necropolis Knights with Standard, Musician, Entombed Beneath the Sands
3 Necropolis Knights with Standard, Musician, Entombed Beneath the Sands
3 Sepulchral Stalkers
6 Carrion
Tomb Scorpion
Khemrian Warsphinx with Fiery Roar
Casket of Souls
Hierotitan
Comp score: 3.5/5
The Waypoint scenario is a simple variant of your typical Battleline, with 3 objective markers spread near the centre line, each of them worth 200 VPs at the end of the game.
Being members of the same club, Nick and I play each other semi-regularly. In fact, one of my two practice games for the Masters had been against Nick's list. The game had gone massively in my favour, and although I didn't expect things to go quite so well this time around, it was still nice to know that it was a decent match-up for my army.
Game 1 deployment |
Where the flavour is: The combination of the Casket of Souls, Hierotitan and High Liche gives the army a potent magic phase. |
Nick's forces using Entombed Beneath the Sands. 700 points underground - no wonder things looked a bit thin in the deployment zone |
A wall of steel advances on the beleaguered left flank of the Tomb Kings. |
Turn 1 |
Where did everybody go? The Casket and Hierotitan vanish abruptly |
The small units of Skeleton Archers put up about as much resistance as you would expect. |
The Sacrificial Scorpion emerges to blunt my charge |
Snake surprise! |
Boosted Skullstorm! |
LAME boosted Skullstorm |
Turn 2 |
The Scorpion does its job, preventing the Demigryphs from hitting anything else that turn |
Tanked: Whatever happened to those Stalkers? And what is that goo getting caught in my wheels? |
The chariots have a crack at the Demigryphs |
The other Chariots decide it's time to deal with the Flagellants |
The Warsphinx makes its charge on the second attempt |
The Necropolis Knights get lost and wind up on the other side of the table, away from all the nasty Empire men |
Turn 3 - the lines engage |
Last man standing: the Chariot charge takes its toll on the Flagellants, but can't quite wipe them out |
The Warsphinx does its best to maul the unit and kill the Wizard Lord, but ultimately its charge is absorbed |
The Knights counter-charge the Chariots |
Reinforcements arrive to rescue the Halberdiers and Wizard Lord |
To the rescue! The brave Archer detachment makes a gallant charge against the flank of the Chariots |
Chasing tail: the Steam Tank begins a futile effort to chase down the newly arrived snakes |
They're getting closer... |
The Warsphinx falls and the War Altar and Hurricanum overrun |
The defining moment of the turn had come in the magic phase when the Skullstorm, which had been roaming the field and had ended up right next to the end of my Halberdiers, came to move. The arrow pointed straight up my line - it would hit everything in the unit. Unfortunately, the other dice showed a misfire, which meant the spell had ended. Of all the things that went wrong for Nick in the game, this was the one that broke him. His howl of rage and despair was terrible to behold. No figuring some people...
In my fifth turn the Demigryphs crashed into the Skeletons whilst the Knights hit the Carrion right in front of them. The Chariots on my right were charged by both the War Altar and Hurricanum. In all 3 combats, I wiped out the opposition due to combat resolution, and could not overrun. The Halberdiers advanced toward the High Liche and the Wizard Lord tried to take him off with a magic missile, to no avail. On the bright side, I did manage to cast both Speed of Light and Birona's Timewarp on the Demigryphs. They were inviiiincible! Not that it's very hard to feel invincible when you're fighting Skeleton Archers, but hey.
It's all bad (if you're a Tomb King, anyway) |
You call those little bony things Chariots? |
All alone: no overruns for me thanks to the last FAQ, but there's nowhere to run... |
In my final turn the High Liche met his fate, whilst the rest of my forces turned and tried to wipe out the more central Necropolis Knights with a combined barrage of magic and shooting. I left them on a single wound, so they were still able to take an objective, as was the other unit further to the left. The Tomb Kings had 400 points of objectives, but had lost everything except their late-arriving Necropolis Knights (who in hindsight should have taken 2 crumble tests, but in the end that didn't matter). I had lost the Flagellants, Great Cannon and Archer detachment. The relatively harsh scoring scale of the tournament ensured that the result was a maximum win for me.
The finale |
This game couldn't have gone a lot better for me, really. I didn't really make many mistakes, although my dithering with the Flagellants could have gone better. Given that they ended up wearing the charge from the Chariots anyway, I should have forced the matter and made it happen sooner - before I lost more models to shooting. I was fortunate not to lose my Wizard Lord, although the Warsphinx was fairly lucky to make me take 3 ward saves when I was -1 to hit. Nick had some pretty bad luck - the erratic arrival of his underground units ensured he couldn't adequately respond to my advance, and the summary removal of the Hierotitan with a single spell was a real blow (even if it was not that unlikely). All of his magical support vanishing (followed shortly thereafter by 3 of his 4 magic levels) ensured the game was pretty much over as an even contest at that point. All in all, a strong start for my army.
Round 2: Dawn Attack
James Brett, Orcs and Goblins
James the Blurry. Actually, he doesn't look that blurry in real life. Could be my fault. |
Savage Orc Great Shaman (Level 4) with Fencer's Blades, Lucky Shrunken Head
Black Orc Big Boss (BSB) with Heavy Armour, Shield, Dragonhelm, Obsidian Amulet
Night Goblin Shaman (Level 2) with Dispel Scroll
Goblin Big Boss on Giant Wolf with Light Armour, Enchanted Shield, Warrior Bane
Goblin Big Boss on Giant Wolf with Spear, Light Armour, Shield, Dragonbane Gem
Goblin Big Boss on Giant Wolf with Spear, Light Armour, Shield
24 Savage Orc Big'Uns with Full Command, 2 Choppas
40 Night Goblins with Standard, Musician, Shields, Nets, 1 Fanatic
5 Forest Goblin Spider Riders with Musician
Goblin Wolf Chariot
Goblin Wolf Chariot
8 Trolls
Arachnarok Spider
Goblin Doom Diver Catapult
Mangler Squig
Comp score: 3/5
James and I have played a couple of times before, most recently at Book of Grudges where he ended my run at the title, thanks partly to my foolish attempt to break him in Blood and Glory when I should have given up on the scenario and faced him on better terms. Dawn Attack was a far better scenario for me to meet him in, as Orcs and Goblins are one of the armies most susceptible to the slightly random deployment at the start. At least, that was the theory.
This game did not go well. The first problem was James winning the roll-off to deploy first, as it gave him a 5/6 chance of getting the first turn. I needed more time to address his army, in particular the Goblin Big Bosses, who gave me real grief the previous time we played. He then proceeded to roll pretty well for his deployment, with almost everything ending up in a pretty solid position - he had a very strong force on my left, with just a Wolf Rider Big Boss and a Chariot being forced out on the right.
Game 2 deployment |
The Big Bosses started the game by moving into positions I could really not respond to. The one on the left swung right around into the blind spot of the Flagellants, near the table edge. The one on the far right advanced to about 7" from the Cannon - outside short range for grapeshot, and under 10" so a normal shot could go straight over his head. The more central one shot forward and faced toward the Cannon as well, although the side of the Hurricanum was in the way. The Spider Riders moved up to block the Demigryphs on the left, whilst the rest of his forces advanced cautiously. Magic didn't do much, but the Doom Diver killed one of the Demigryphs.
Stupid Big Bosses: The Wolf Riding heroes cause me significant issues on my right flank. Sadly that Demigryph is dead. He could have shown them... |
Knight bait: charge me, guys! It'll be fiiine... |
The Empire forces edge backwards |
The forces approaching my left flank |
Curb your enthusiasm: the Spider Riders get overly excited and charge a horde of Halberdiers. Not James' idea, to be fair |
Damn Big Bosses: into the flank we go |
Bloody Big Bosses: and around the flank we go |
After failing to protect itself with grapeshot, the Cannon is doooomed :( |
What right flank? |
The reformed Halberdiers charge the waiting Night Goblins |
The ones that got away: A feeble pursuit roll sees the Night Goblins escape, and the Halberdier invite pain on themselves |
The game is poised, with the Orcs about to charge, but numerous counters in place |
Oof! |
Accursed Big Bosses |
With the pivotal combat about to occur, the remaining forces face off |
It was all going to come down to the combat between the Halberdiers and the Savage Orcs. The Orcs laid into me and killed a solid number of troops, but not enough to knock off Steadfast. I have a Leadership 9 test to hold them in place for a countercharge from a combination of the Steam Tank, War Altar and Demigryphs. I failed, but I had the BSB reroll. I failed that too. Then I fled a pitiful distance and got run down. Without that big unit and the Wizard Lord, my game was doomed.
No more Halberdiers. They're gone, along with my chances |
My Knights head around through the backfield |
The Flagellants did manage to kill the Big Boss, but the damage was done. They received the charge from the Arachnarok in the front, and lost in a war of attrition.
The Demigryphs managed to do 2 wounds to the Savage Orc Warboss as he stepped across to receive their charge, but despite only losing one of their number and holding for the first round, they couldn't finish him off and died. The Orcs eventually managed to get through to my deployment zone, guaranteeing James a goodly number of bonus VPs under the modified conditions of the scenario.
The failed counter-charge |
The Trolls managed to kill the Steam Tank, largely thanks to their first turn of vomits doing 5 wounds from 6 attacks. Not bad at all.
The Arch Lector withstood a charge in the side from the Wolf Chariot, and killed it over a couple of turns.
The faltering Empire line |
What Knights? Oh well, I didn't need them anyway |
Result: 0-20 loss
I don't really know what I could have done differently in this game. James pointed out that the spell on the Hurricanum is so poor that its facing didn't matter, so I might as well not have given the Big Boss my flank (I could have blocked him with my front). Still, if he had still charged, he would still have broken me with the way things went, so that didn't really matter. I might have been better served leaving the Cannon to die, as the deployment had screwed it. Things like Doom Divers and Mangler Squigs worry me, however - I wanted that Cannon. Oh well. Really I was well in the game until that failed break test with the Halberdiers. Not much I could have done about that. Oh well.
Round 3: Sealed Section
Chris Cousens, Skaven
I forgot to take a photo of Chris. Here he is in a different game, looking far more concerned than he ever did against me... |
Grey Seer with Dispel Scroll
Chieftain (BSB) with Heavy Armour, Shield, Dragonhelm
Chieftain with Halberd, Heavy Armour
Chieftain with Halberd, Heavy Armour
Warlock Engineer with Doomrocket
Warlock Engineer (Level 1) with Warp-Energy Condenser
20 Skavenslaves
20 Skavenslaves
40 Skavenslaves
30 Clanrats with Full Command, Light Armour, Shield
30 Clanrats with Standard, Musician, Light Armour, Shield
30 Clanrats with Standard, Musician, Light Armour, Shield
5 Gutter Runners with Slings, Poisoned Attacks
5 Gutter Runners with Slings, Poisoned Attacks
6 Rat Ogres with 3 Packmasters
6 Rat Ogres with 3 Packmasters
Warp Lightning Cannon
Hell Pit Abomination
Comp score: 2/5
Being the sealed section, this was not actually Chris' list. He had brought Wood Elves to the event, but somebody else was using those this round. The Skaven belonged to Casey Tabner. For my part, I no longer had my Empire, and would instead be using the Orcs and Goblins of Haig Mclisky:
Black Orc Warboss with Basha's Axe of Stunty Smashin', Enchanted Shield, Talisman of Endurance, The Other Trickster's Shard
Savage Orc Great Shaman (Level 4) with Fencer's Blades, Lucky Shrunken Head, Dragonbane Gem
Savage Orc Big Boss (BSB) with Great Weapon, Glittering Scales
Night Goblin Shaman (Level 2) with Dispel Scroll, Ironcurse Icon
Goblin Big Boss on Giant Wolf with Short Bow, Light Armour, Shield, Warrior Bane
24 Savage Orc Big'Uns with Full Command, 2 Choppas
22 Night Goblins with Standard, Musician, Shields, 2 Fanatics
5 Goblin Wolf Riders with Standard, Musician, Short Bows, Spears, Light Armour, Shields
10 Orc Arrer Boyz with Standard
19 Black Orcs with Full Command, Shields, Standard of Discipline
Spear Chukka
Goblin Wolf Chariot
Goblin Wolf Chariot
Mangler Squig
Mangler Squig
Snotling Pump Wagon
Orc Boar Chariot
Orc Boar Chariot
Doom Diver
Rock Lobber
Comp score: 3/5
Similar to what had happened to me the previous year at the Masters, I had inherited an Orc and Goblin army that was not at all built the way I would have gone about it. It had a whole raft of small chaff-type units, without any really large, solid blocks. The Savage Orcs are a very dangerous unit, but they lack sheer numbers and the Black Orcs are small enough that they will struggle to retain their damage potential against a decent enemy with higher Initiative. It means the list is really not straightforward to use. I also didn't have a print-out of the list at my disposal, which proved a bit of a distraction as I was trying to look the thing up on iPads and phones. I had the gist of it, but a couple of small things missed my attention.
Game 3 deployment |
My left flank, after Vanguard |
My right flank, jumbled mess that it was |
The teeming hordes on the other side |
The Abomination and friends advance |
The advance on the right is more cautious, what with 150,000 chariots waiting to charge anything that comes too close |
The glorious charge of the Wolf Riders |
Don't you open that trapdoor! My Mangler Squig strolls slowly toward the Abomination |
The Pump Wagon (that was never a Mangler Squig) moves out in front of my messed up lines, whilst the actual Mangler Squig takes a nap |
The Rat Ogres pile into the Savage Orcs, not even noticing that there had been a Pump Wagon in the way |
The Chieftain Skitterleaps in front of my Black Orcs, and the Fanatic fails to deal with him |
And the other Fanatic does no better |
The Black Orcs reform to face the Rat Ogres |
Failed animosity: Don't tell me they're going to make it. Noooo! |
The last charge of the Shaman and his mates |
Abominable pursuit: The Hellpit goes straight through the Arrer Boyz and into the flank of my main unit. |
In Chris' turn, the Rat Ogres on the left failed their Frenzy test, but failed to make the distance to the Black Orcs, who had reformed wide to try to get slightly further away. I think the rallied Gutter Runners moved to block the Wolf Riders and shot at them, but they once again passed a lot of armour saves. A unit of Slaves moved up and sat on the Mangler that had failed to hurt the Abomination, casually absorbing the damage. Chris' right flank continued to hedge around the Chariots, moving back as I moved forward.
Magic was uneventful, but we had combat as well. The Abomination found itself fighting 3 characters, as the BSB and Warboss both made way. The horrid beast made all 3 of them take Initiative tests or suffer hits and wounds, as well as mauling the unit. All 3 failed, however only the Great Shaman keeled over. A lot of Savage Orcs fell as well, as the Warboss and BSB hacked back and left the Abomination on a single wound. I lost the combat and my Frenzy, but the unit held. The Boar Chariot killed several Slaves and won its combat, but they held due to the general being nearby.
The Savage Orcs get pounded by the Abomination |
The Mangler Squig near the Abomination lined up a rescue mission for my unit, but needing about 10 inches, it travelled 4. Wow, so quick. So much for that plan. The Abomination continued to maul my unit, but was cut down. Would it get back up?
It's dead! Will it stay dead? |
What army? What happened to the Savage Orcs? |
The Black Orcs in their brief moment of triumph, before they all get turned into rats. |
Result: 0-20 loss
Well that game could have gone better. I spent it looking at all my various small, impact units and all the Steadfast, Ld 10 Skaven, and wondering how I was going to get through. My deployment didn't help me, but the antics of the Abomination and subsequent unopposed rampage by the Grey Seer with the 13th spell were out of control, and there was nothing I could do. A very frustrating game.
So at the end of day 1, I had only a single win, and had been involved in 3 white-wash games. Perhaps day 2 would be less extreme.
The atmosphere at the event was excellent, and people were doing their best to keep the rest of the community updated via Facebook and WargamerAU. Jabe from The Dwellers Below was also roaming around with a recording device, getting a summary from the players after every game. Expect to see a Masters podcast soon.
Jabe gets the run-down from Rowan and Staks after their game. Note the terrible Movember moustache. Here's hoping that's gone by now... |
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