The
madness that is the annual Cancon road trip is over, and I've now had
at least 1 decent night's sleep with which to recover. At 8 games
over 3 days (and alongside hundreds of other gamers playing other
things), Cancon is really the biggest event on the my calendar. It's
also become the biggest Warhammer tournament in Australia for the
last couple of years, with some 94 players this time around. It's
great to see such good numbers, with people travelling all the way
from Melbourne, Brisbane and beyond.
I
started off this tournament with the intention of doing what I've
done every tournament for the last couple of years – taking photos
and writing up each and every game in some detail. However, this time
things ended up being a bit different. I found myself getting pretty
tired, and I completely lost my rhythm on the second game (for
reasons that I shall explain). I started to forget the camera, and
when I then remembered, it felt like I'd missed the boat. The end
result is that I have basically no photos of anything except my first
game. Without pictures, it may be a but hard to follow these games, and at times I've kept it more brief than normal. Hopefully it will all make some sort of sense.
First
up, I was not entering Cancon this year with any intention of
challenging for a place. I submitted what I knew to be a severely
flawed army, based entirely around my amusement at the animosity
between Kurt Helborg and Marius Leitdorf. Marius in particular is a
funny character with his madness requiring him to take a leadership
test each turn or roll on a chart. Once I'd decided to take both of
these special characters, I then went the whole hog and put in 2
more. Because, you know, why not? Ludwig Schwartzhelm is the
Emperor's personal banner bearer and champion, a character who has
been around forever, and is really not all that great in the game.
Luthor Huss is relatively new on the scene and is actually pretty
good value, but hey – I needed someone to make up the numbers.
By the
time I had spent nearly 900 points on largely vulnerable characters,
there wasn't a lot of room for anything else in my army. A couple of
light wizards went in to try to give me some ranged firepower and the
ability to fortify the characters in the hope of extending their
lives a little, then I had to get some knights for them to lead
(because all 4 of the special characters are mounted). It had to be
at least 2 units for a couple of reasons. Firstly, stacking 4
characters in a single unit would have been silly. Secondly, with
Marius and Kurt despising each other, it would have been unreasonable
to expect them to share the same unit. I'm pretty sure they would
have come to blows, or flatly refused to work for me. We couldn't
have that, so 10 Inner Circle Knights and 10 Reiksguard swallowed
most of the rest of my points. The rest of my army was there just to
give me some variety in the list. I've shown the list before, but
here it is again.
- Kurt Helborg, Reiksmarshall of the Empire (Army General)
- Marius Leitdorf
- Ludwig Schwarzhelm (BSB)
- Luthor Huss
- Battle Wizard of the Light Order (Level 2)
- Battle Wizard of the Light Order (Level 2) with Dispel Scroll
- 10 Reiksguard Knights with Standard, Musician
- 10 Knights of the Inner Circle with Standard, Musician
- 40 Halberdiers with Standard, Musician
- Detachment: 5 Archers
- Detachment: 15 Swordsmen
- 1 Great Cannon
- 5 Outriders with Musician, Sharpshooter
- 10 Crossbowmen
Total
Army Cost: 2400
My army on the day. Bit of a dark pic, I'm afraid. |
Anyway,
as I was saying, I had relatively modest expectations for this list.
With pretty weak magic, a single cannon, and none of the things you
would normally expect to find in a strong Empire army, I was clearly
going to be under-manned. I figured I'd be happy to win 4 games and
finish in the upper middle of the tournament. Here is how those plans
worked out. As is often the case, this will all be from memory, so
apologies to anyone whose army (or actions) I misremember...
Oh, and
in case you were looking at the half-painted stuff in the last post,
I did get everything to a point where it at least looked
reasonably finished. Some last-minute painting on the Friday night up
in Canberra saw to that. I'll put up some pictures later.
Game 1:
Battleline
David
Duriesmith, Wood Elves
Highborn
with Bow of Loren, Arcane Bodkins
Spellweaver
(Level 4, Lore of Life) with Wand of Wych Elm, Moonstone of the
Hidden Ways
BSB with
Asyendi's Bane, Hail of Doom Arrow
16 Glade
Guard with Banner of Eternal Flame
12 Glade
Guard
12 Glade
Guard
12 Glade
Guard
8 Dryads
8
Treekin
Treeman
Eagle
Eagle
Sure, he looks friendly enough. But inside lies the cold, dead heart of a prancing wood elf archer... |
First up
was my grudge match against Dave, who had decided we had avoided each
other long enough, and it was time for us to play each other for the
first time ever. Dave takes great delight in every phase of Warhammer
except close combat, and loves to prance his armies in every
direction except towards the enemy. This includes his Ogres – they
prance too. But in this case he was using the pranciest (that is
totally a word, spell checker) of his armies, the Wood Elves.
Our
table had a large hill in the middle, which was exactly the sort of
thing I was hoping for against Dave's list. It was unlikely that he
would see fit to move archers into the centre of the table to shoot
me, so it meant I had some control over when I got shot. There was
also only one small forest on Dave's side of the table to my right,
and he put his bonus one over in the other corner. With little in the
way of forests, his Moonstone was unlikely to be effective. He'd have
to stick to mundane prancing.
My deployment. Enjoy the pics whilst they last, most are of game 1... |
As is
often the case, I had to place my army before Dave placed much that
he actually cared about. I deployed heavily on my right, intending to
concentrate force and sweep around if I was given the chance. Dave
responded with an Eagle, the Dryads and the Treeman facing off with
me, but pretty much everything else diagonally opposite my forces,
with the hill between us. He was as far away as possible.
The stuff actually facing my army. |
The rest of the army, over the other side. |
I was
fortunate and got the first turn, and proceeded to kill the Eagle in
front of me, and the Treeman (2 wounds from a boosted Shem's Burning
Gaze before the Cannon rolled a 6 and would have killed him anyway).
I swept forward, but made sure the stuff nearer the centre hill was
using it as cover. Dave responded by generally messing about over in
his corner, and not doing a lot. I attempted to charge the Dryads
with the Inner Circle Knights led by Kurt and Luthor, but failed and
stopped right in front of the little forest. That encouraged the
Dryads, who charged me and were then standing right in the trees,
making them Stubborn. They held me up for a couple of rounds before
succumbing, largely to Kurt's Runefang. It meant I couldn't sweep
forward effectively with the unit, so the others would have to leave
them behind.
The Dryads hold up Kurt's regiment of Knights. |
My
Cannon blew up in the second turn, aiming at the remaining Eagle.
Frankly I think they just packed the thing up and headed off for
early drinks after claiming the only real target in the enemy army.
My Halberdiers edged up onto the hill so that I could start hurling
Banishment at units of archers. They ended up losing close to half
their number from enemy shooting, but most of Dave's efforts were
focused on the Reiksguard under the command of Marius and Ludwig.
They swept around the hill and headed for the nearest of the Glade
Guard, who were a bit more central than the main mass of troops. They
failed to roll an 8 to get to that unit with a charge, and that was
as close as they got.
Dave's characters all pile into the one unit. Spot the player who has Dwellers in his hand, rather than his opponent's. |
Marius
did fail his madness test once in this game, and rolled the Tactical
Brilliance result in which his horse Daisy takes command and units
within 12” get a free reform before charges. In this case, all it
did was get me Dave's remaining Eagle, as it had been sitting safely
in the side arc of my Swordsman detachment until I got the reform.
After a charge, a pursuit and another charge, they killed the birdie.
Huzzah!
Get the birdie! |
The
Reiksguard wore a fair bit of shooting, but were holding up OK until
Dave cast Throne of Vines and then the Dwellers Below, both with
irresistible force. This resulted in Marius' untimely demise, as well
as 5 of the Reiksguard toppling from their horses. It ended the unit
as a menace and I decided to try to turn and run with Ludwig and his
few remaining followers. A failed swift reform meant they got
nowhere, and all the remaining Reiksguard died before Ludwig managed
to scramble to safety.
Banishment
killed all but 1 archer from one unit of Glade Guard, and the
Outriders eventually claimed the remnant of the unit that Marius and
his mates had been heading for (they had copped a Banishment earlier
as well). But that was about the sum total of the damage I had done.
Being unable to get Kurt's unit into range of the main body of the
Wood Elf army has seen Marius' unit get crippled when it tried to
pick off some of the enemy, and any advantage I had gained earlier in
the game with the Great Cannon disappeared thanks to Dwellers and a
few volleys of arrows (and the Cannon killing itself). We had killed
about 650 points of each other's forces. It was a draw.
Adding it up at the end. |
Result:
10-10
Game 2:
Dawn Attack
Peter
Rodda, Warriors of Chaos
I would
list for you Peter's army, but it's slightly irrelevant. We had
compared army lists and rolled up our spells when he got a phone call
to tell him that his mother was unwell and he needed to go and take
her to hospital. This was hardly his fault and I accepted his offer
of a 10-10 draw so he could run off. This was the event that broke my
concentration in terms of reporting games. It was a bit of a pity, as
the game had promised to be interesting. Peter had clearly been
worried about my Runefangs, but I didn't much like the look of a
Sorcerer Lord with the Infernal Puppet and Infernal Gateway, nor the
50 Khorne Marauders with flails and 2 Warshrines... It could have
gone either way.
The lack
of a game meant I was free to roam the event, watch some games and
browse the stalls a bit. I didn't buy anything, despite there being
some tempting bargains on offer.
Game 3:
Meeting Engagement
Luke
Young, Tomb Kings
Liche
High Priest (Level 4) with Dispel Scroll
Tomb
Prince BSB with Armour of Destiny, Great Weapon*
Tomb
Prince with Armour of Fortune, Great Weapon
Tomb
Prince with Talisman of Endurance, Great Weapon
50
Skeleton Warriors with Light Armour, Shields, Full Command
50
Skeleton Warriors with Light Armour, Shields, Full Command
20
Skeleton Archers with Light Armour, Full Command
30 Tomb
Guard with Light Armour, Shields, Full Command
Tomb
Scorpion
Tomb
Scorpion
Tomb
Scorpion
3
Necropolis Knights with Full Command
Casket
of Souls
*I was
surprised to see a Tomb Prince BSB, but Luke assured me you could do
that nowadays. Turns out I was right to be surprised (only a Tomb
Herald can carry the army standard), but it really didn't matter.
Luke
made it clear to me that he was pretty new to the game as we compared
lists, and he had never played the scenario before. Nor had he played
Empire before. His list was somewhat lacking in teeth, and was going
to struggle against my army. Basically it was not a fair match up. I
did my best to make sure he understood what everything did and what
the scenario meant in terms of moving forces in from reserve etc, and
we probably ran out of time largely due to Luke's unfamiliarity with
nearly everything that was going on. That and the round started very
late, without being able to end late. Ah well, I suspect a lot of
people struggled for time in this round.
I
deployed first, and rolled 1s for Kurt, Luthor and one of my wizards,
who all started the game in reserve. My forces deployed near the
narrow section of the deployment zone, meaning the characters could
easily catch up when they arrived. Luke made the mistake of deploying
pretty close to me (16 or 17” away) with a block of 50 Skeletons
including a Tomb Prince and his High Liche, with the Tomb Guard next
to them and 2 Scorpions hard on the left. The other Skeletons
Warriors and Archers went into reserve, as did the Necropolis
Knights. The Casket chose to deploy in line of sight of the Cannon,
as it was the only way it could be in range to scream at me.
Luke
failed to seize the first turn, and I declared a charge straight out
with Marius' Reiksguard unit. They failed to make it however, and
lurched forward to be charged in return. This was fine with me. I
wanted that High Liche in combat. The Tomb Scorpions both got shot
over a couple of turns by the Outriders (a volley followed by a stand
and shoot in both cases, I think). My Cannon failed to hurt the
Casket twice, and got killed by it in return.
The
Skeletons charging my Reiksguard discovered that they were seriously
outclassed. Marius managed to cut down the Tomb Prince in a challenge
before anyone else attacked, which meant their Weapon Skill of 5
availed them not. I won combat handily, but then hit them in the
flank with the other Knights, who had been joined by Kurt and Luthor
the previous turn. I think Luke now understands how flank charges are
determined, but he didn't before this all started (and I didn't
realise until he questioned it). Between this and Birona's Timewarp
going off on the charging Knights, it was all bad for the Tomb Kings.
Really bad. I killed 8 Skeletons with the horses of Kurt's unit
alone, cut down the High Liche, and ended up winning the combat by
37...
Oh, the horror! That pile of Skeletons near (and on) the hill is from a single round of combat. Before combat resolution... |
Kurt's
unit reformed to face the charge of the Tomb Guard and BSB, who
lasted a couple of rounds before falling to the combined efforts of
that unit and flank charge from the Outriders, as well as Kurt's
double combat resolution for wounds inflicted. The remaining Scorpion
appeared behind my lines but copped a Banishment, so died promptly.
The rest of Luke's forces failed to make it to me before we had to
stop after only 3 turns, but the damage had been done. It would only
have gotten meaner from there.
Result:
17-3
So after
the first day, my slightly silly army was undefeated! Admittedly it
had only won one game (and had only actually played 2), but it was
still a surprisingly good start.
Game 4:
Battleline
Michael
Clarke, High Elves
Archmage
(Level 4, Shadow) with Folariath's Robe, Sigil of Asuryan
Mage
(Level 2, High Magic) with Ring of Fury, Silver Wand
BSB with
Armour of Caledor, Guardian Phoenix, Great Weapon
30
Spearmen with Full Command
15
Archers with Standard, Musician
10
Archers with Musician
25 White
Lions with Full Command, Banner of Sorcery
12
Swordmasters with Full Command
Lion
Chariot
Tiranoc
Chariot
Tiranoc
Chariot
Eagle
Eagle
I
arrived on day 2 to discover that my result from the previous game
had been entered backwards, and the TOs told me that they'd just fix
it after the round. I flagged it with Michael before we started, and
he was fine with playing someone who actually was doing slightly
better than the scores suggested, so that made things easy. His army
worried me a bit, because it had overwhelming magical superiority as
well as a couple of dangerous units. The White Lions in particular
would pose a problem for everything in my army. I was saved somewhat
when Michael didn't roll Mindrazor in his spells, as that would have
made the Spearmen potentially terrifying as well.
I
deployed my Cannon and Crossbowmen over on the left, facing the small
Archer unit, a Lion Chariot and a Tiranoc Chariot. Everything else
went relatively central. There was a hill in the centre of the table
that I would need to sweep over if I wanted to engage the main force
of High Elves, who had deployed hard over to my right. The left flank
went well, with the Cannon failing to do anything in the first turn,
only for my little Crossbowmen unit to destroy the Lion Chariot with
a single volley! Marius left his Knight regiment at the start and
menaced the flank of the Tiranoc Chariot, which got its attention for
a turn before a cannonball cleaned it up. This sent the Archers into
a rabid frenzy, and they marched across the table for a couple of
turns before being panicked by the Crossbowmen and eventually wiped
out as they tried to retreat (a cannonball between the shoulder
blades of the last guy finished them off in the final turn).
Marius Goes Forth: I didn't take this picture. This came from Nick on the table next to me. Clearly Marius' antics amused him. |
Marius
then spent the game shadowing his own unit of Reiksguard, as it swept
around the central hill at best speed and into Michael's deployment
zone. The unit showed its flank to the Swordmasters, but a couple of
spells saw them drop to 4 models before they could charge, so the
damage was limited. Marius then hit them in their flank and they were
destroyed. The Tiranoc Chariot in the main Elf lines was killed by my
Outriders, who in return lost all but one model. He sensibly
retreated from the enemy spellcasters and lived through the game.
Kurt's
Knight unit moved up onto the central hill and spent 2 turns charging
Eagles without really gaining ground, but that was fine as I didn't
actually want to rush the White Lions anyway. Within a couple of
turns they were within reach of me, however I managed to scare them
off with Speed of Light for a turn, and we had a bit of a stand-off.
The Knights tried a couple of times to charge past the White Lions
and into the flank of the Spearmen as they swept around the flank to
try to menace my infantry, but I failed both times (the second time I
only needed a 6 or 7 on the dice, I think).
Eventually
a Pit of Shades killed half of Kurt's unit, effectively ending them
as a dangerous force. Between that and Fury of Khaine (both the spell
and the stored version in the Ring of Fury), the unit itself was
eventually wiped out apart from the characters. Spells like
Withering, Melkoth's Mystifying Miasma and Enfeebling Foe were flying
all over the place, and I had to let most of them go – the High Elf
magic phase went largely unchallenged. The White Lions turned their
attention to my infantry, and at one point the Halberdiers and both
their detachments were fleeing from charges, but none were caught and
no other real combats came about.
The
larger unit of Archers contained both of the enemy Mages, and when
they realised that Marius and his Reiksguard were going to make it,
they evacuated the unit. Marius took the Archers out all by himself,
and then turned as all of my special characters ended up moving
around independently to try to pin down the escaping Mage and
Archmage. Michael just about got away with both, but was extremely
unfortunate with the Archmage. In the end only Kurt could charge him,
and was 16” away. I charged and the Elf fled, but only rolled a 3.
This meant Kurt could catch him by rolling a 12... And did. This was
a huge boost to my points in the final turn. The other Mage did
escape a charge by the remaining Reiksguard, however my wizards were
waiting for him and Banishment saw him off. In the end, all I had
lost was my Inner Circle Knights compared to all the Archers,
Chariots and Eagles, as well as the Swordmasters and both Mages. It
was a good result, if a bit lucky at the end.
Result:
16-4
Game 5:
Battle for the Pass
Matt
Willis, Dark Elves
Dreadlord
on Dark Pegasus with Whip of Agony, Pendant of Khaeleth, Crown of
Command, Heavy Armour, Sea Dragon Cloak, Shield
Supreme
Sorceress (Level 4, Shadow) with Tome of Furion
Death
Hag BSB on Cauldron of Blood
Lokhir
Fellheart
40
Corsairs with Hand Bows, Full Command, Sea Serpent Standard
20
Crossbowmen with Shields, Full Command
5
Harpies
5
Harpies
5 Shades
with 2 Hand Weapons
5 Shades
with 2 Hand Weapons
Cold One
Chariot
Cold One
Chariot
War
Hydra
I knew
going into this round that my army had been doing better than it
probably deserved to, and this was the match-up I got as a result.
Matt's army was nasty, most notably due to the nearly invincible,
unbreakable Dreadlord.
This
game was not fun. I killed a Chariot (with the Cannon), both Shade
units and a Harpy unit relatively early on (the Shades skulked behind
my lines and narrowly failed to kill the Wizard I had floating about
in the Archer detachment. She fried off one unit whilst the Swordsman
detachment managed a 14” charge to kill the other). The Harpy unit
was killed by Kurt's unit of Knights, and I had the choice of whether
to overrun toward the Corsairs, or sit back and play for time. The
correct thing to do was sit back, but I was already not really
enjoying myself thanks to a number of rules disputes and an argument
over a critical charge distance (it was one distance until I rolled
the dice, then suddenly it required more careful measurement and were
found to be just out. He did let me cancel the charge as a result,
but I was already put out. Tip for all you youngsters out there: if
you're going to measure something and declare it to be a certain
range, don't go back and question it later when it becomes more
important). Anyway, I chose to overrun with the Knights as I wasn't
interested in playing for a lame draw. I then rolled 11” and went
too far, got charged by the Hydra and the Corsairs (who only needed a
moderate roll due to my big overrun), and a 9 dice irresistible
Mindrazor saw the Knights wiped out by the Corsairs (who were
fighting with 3 attacks each when it should have been 2, as their
second hand weapons get swapped for those hand bows, as I now
discover). It was bad. Kurt survived by challenging the champion and
Luthor hulked out and passed all the ward saves, and Kurt kept
them in place, but they were doomed.
I
decided to flank the Corsairs with the Reiksguard now that their
hatred was gone, but forgot about just how many attacks they would
pull, even in the flank. Not that I cared overly at this point.
Marius got killing blowed by a single Corsair thanks to the effects
of the Cauldron of Blood, all of the Reiksguard were killed, Kurt was
cut down, Luthor stopped passing every ward save, and Ludwig (as the
sole surviving model) broke and died. Elsewhere one of my wizards
blew up, whilst the other one had stepped out for an all-or-nothing
crack at the Hydra with Shem's Burning Gaze, only for the power dice
to disappear thanks to the other wizard's miscast. He died to the
Pegasus, which panicked the Halberdiers (who may have been within 6”
of the wizard, but this was only checked after he was removed, so I
guess this was my fault). They fled through 2 units and off the
table. At this point I had lost nearly everything and wasn't
interested in playing further, so conceded that the rest would die
without inflicting serious damage. Hopefully this correction of my
army's performance would see me fighting more suitable opposition. As
I had come to the tournament for a bit of fun, this was not the sort
of game I had in mind.
Result:
0-20
Game 6:
Blood and Glory
Simon
Turner, Beastmen
Great
Bray Shaman (Level 4, Lore of the Wild) with Staff of Darkoth
Great
Bray Shaman (Level 4, Lore of Beasts) with Hagtree Fetish
Bray
Shaman (Level 2, Lore of Shadow?) with Herdstone Shard
Wargor
BSB with Beast Banner, Gnarled Hide, Heavy Armour, Shield
40 Gor
with 2 Hand Weapons, Standard, Musician
5 Ungor
Raiders
5 Ungor
Raiders
5 Ungor
Raiders
5 Ungor
Raiders
Tuskgor
Chariot
Tuskgor
Chariot
24
Bestigor with Full Command, Standard of Discipline
8
Razorgor
1
Razorgor
1
Razorgor
My hopes
that I would now run into a much easier game were foiled when I
discovered I'd be playing Simon's Beastmen. I've played Simon a
couple of times before, and each time he's come out on top. His lists
are quite refined in what they want to do and he plays them well.
Unfortunately in this game, I was going to have a massive struggle
because of the terrain. There was a hill with a large building upon
it in the centre of the table, and it was within 5” of one of the
deployment zones due to Blood and Glory allowing players to go 15”
onto the table. When Simon won the roll-off for table sides, I had a
massive disadvantage. The Herdstone Shard went within range of the
building, all 4 characters went into the Bestigor, and they ambled
into the building, never again to emerge. And why should they? It was
such a nice house, with tons of power dice on tap, and all the nasty
enemy cavalry stuck outside...
Anyway,
it was a really bad start to the game. I ended up having to move
between the central building and another one over on the left side of
the table, which didn't leave room for the Knight units to advance
side-by-side (despite Marius' efforts to improve the situation by
shanking a Reiksguard in the neck because he thought he heard him
whisper something unsavoury about Daisy). My infantry went around the
other side and tried to pick off some stuff with magic, however my
first couple of efforts to soften up the Bestigor in the house came
to nothing as I rolled pathetically with Banishment. I realised then
that there was no point in even looking at the building, which also
meant I couldn't achieve the Blood and Glory objective of breaking my
opponent (although in this case that was only worth 350 bonus
points).
I lost
the Cannon for 5 Ungor Raiders who entered the table next to it. They
passed their panic test when they lost 2 models to grapeshot. Simon's
ability to pass Leadership 6 tests was to prove my bane in this game.
The Halberdiers milled around fairly aimlessly, just acting as a
bodyguard for the wizard when they realised they were not going to
have any real chance of reaching something worthwhile. They got
charged by a single Razorgor who had taken 2 wounds from a boosted
Shem's Burning Gaze, and then over several rounds of ineptitude on
both sides, I eventually lost my wizard before finally killing the
oversized piggy. The other wizard got picked on by enemy magic, with
Viletide vomiting forth Strength 1 hits out the wazoo.
The main
action was over on the left. The other single Razorgor lost 2 wounds
to Crossbowmen, then swept around the building on the left and
eventually charged them, despite them standing and shooting after
dealing with more Raiders in close combat. The Crossbowmen couldn't
find a way to do the last wound, and all of them died, leaving the
piggy triumphant.
Speaking
of piggies, the huge unit of 8 of them decided to charge Kurt's unit
as they moved up next to the Reiksguard before I tried to make my way
through the narrower section between the buildings. The piggies'
mission was to kill Kurt, however his high Weapon Skill managed to
restrict the wounds to 3, and he passed an armour save. 3 piggies
died in return and I broke them, but failed to catch them and they
popped through Simon's lines to the very corner of the table. There
they rallied on Leadership 6, denying me my best chance to get points
from the game.
Kurt's
unit fled through the Reiksguard when half the Beastman army declared
charges on them (with all eyes on the 1 wound Kurt Helborg), and my
counter charge declarations saw a Tuskgor Chariot flee the table. The
other Chariot died over an extended period after being charged by my
Swordsman detachment.
When
Kurt's unit rallied behind the Reiksguard, things felt like they were
under control a bit. The vulnerable character was shielded by a fresh
unit (well, it was fresh and then Amber Spear killed half of them.
Stupid spell). In this game again, I found myself with a decision to
make. If I charged hard for the Gor unit, I would be flanked by the
rallied Razorgor. This might be painful, but if I held (which
Reiksguard are pretty good at), I could then flank them in turn with
the other Knights, and get those points I had missed out on earlier.
It was this, or sit back tamely and hope I didn't lose too badly to
magic. I was there to play, so I gambled. The result was not fun.
Marius
and his unit ploughed through the Ungor Raiders and into the Gor,
whilst the remains of the Swordsman detachment (at this point 10
models) flanked the Gor. Given the building with all Simon's
characters was within 12” of the Gor, they predictably held. Marius
then got flanked by the vengeful Razorgor, which looked grim. It got
worse when all of my carefully hoarded dispel dice failed to stop
Wyssan's Wildform on the piggies. At Strength 7 on the charge,
Marius' armour proved insufficient and he died. The Reiksguard held,
but started to run out of models. The Swordsmen fled, leaving them on
their own.
Just how
on their own they were became apparent when my support plan (and the
reason for this attack in the first place) fell apart. First, the
gloating piggy that had eaten my Crossbowmen passed another
Leadership 6 test to march and swept around to block Kurt's unit.
Then Curse of Anraheir was cast on them. So if they wanted to charge
the flank of the main Razorgor unit, they would need to charge the
annoying single piggy (taking dangerous terrain tests on 1 or 2, with
Kurt the main concern), then overrun, testing once again (and I might
not even make the overrun distance. I seriously considered it, but
decided I would almost certainly be killing my own general. So I
didn't charge, and was rewarded by a couple of 12 power dice magic
phases wiping out Kurt and the Inner Circle Knights, which panicked
Luthor Huss off the table, and then watched Ludwig and the Reiksguard
fail all their saves and die to a man. I had lost most of my army at
the very end.
Full
credit to him, Simon played the game pretty well. But I felt like the
dice had punished me rather cruelly for trying to make a game of it,
and I was left looking at a thumping defeat for my efforts. It was
pretty depressing.
Result:
0-20
So at
the end of day 2, I was feeling a bit tired and down. I'd had a
couple of games that had proven depressing for different reasons, and
was hoping the final day would be more fun.
Game 7:
Dawn Attack
Matt
Sellick, Empire
Arch
Lector on War Altar with Horn of Sigismund, Sword of Antiheroes,
Talisman of Preservation, Heavy Armour, Shield
Wizard
Lord (Level 4, Lore of Life) with Talisman of Endurance, Dispel
Scroll
Captain
BSB with Full Plate Armour, Shield, Griffon Banner
Captain
on Pegasus with Full Plate Armour, Shield, Dawn Stone, Sword of Swift
Slaying
35
Swordsmen with Full Command, 2 detachments of 9 Swordsmen
12
Archers
5 Inner
Circle Knights with Musician
30
Greatswords with Full Command
Great
Cannon
Celestial
Hurricanum
Steam
Tank
Matt had
an interesting Empire army. It was closer to a competitive build than
mine, however there were still things about it that I would have
changed. Regardless, there were things here to cause me trouble. The
Steam Tank might prove vulnerable to Runefangs, but if it got the
charge, it would do bad things to my Knights. The War Altar wouldn't
have bothered me overly, but the Sword of Antiheroes was a bit of a
menace when my combat units tended to have 2 characters in them. And
then there was the level 4 life wizard...
The
scenario was Dawn Attack, and Matt set up first and got the first
turn. We both had both of our forces pretty central – the random
deployment did little to either of us. Matt advanced a bit in the
first turn, but didn't do any damage. The Steam Tank misfired and
blew off all its steam, whilst the Cannon failed to hurt mine. In
return I advanced a fair bit, although Marius stalled his unit by
having random delusions and they suffered from Stupidity for the
turn. My Cannon aimed back at Matt's, but misfired and didn't shoot.
Matt
moved his Swordsmen (with Wizard Lord and BSB) in from my right (they
were the only thing that landed on that side of the table) and
started lining me up for Dwellers, but I managed to fend it off for a
turn (with a scroll, I think). The next turn he got it off on the
Halberdiers, killing 17 of them and one of my Wizards. Immediately
before that however, I knocked 3 wounds off the War Altar with
Banishment. Unfortunately the Arch Lector emerged unscathed. Matt's
Cannon and Steam Tank woke up in the second turn, and managed to kill
my Cannon between them.
Matt's
Captain on Pegasus spent a couple of turns on my other flank trying
to pin down my other Wizard. Eventually I had to let him charge the
rear of the Swordsman detachment, where the Wizard had gone.
Steadfast and some good defensive fighting from the Swordsmen held me
in place for a few turns, when my Archers decided to charge him in
the rear. At that point he suddenly fired up, did 4 wounds, won
combat by 1, broke both units and ran down the Swordsmen and Wizard.
Sure, wait for the cavalry to arrive, then break everyone.
Weird dude, that Captain.
After
his momentary lapse in the first turn, Marius remembered where he was
and led the glorious charge of the Reiksguard into the Inner Circle
Knights. Marius cut down a few and the rest fell to my lances. I
overran into the Hurricanum, right next to the Steam Tank.
Fortunately it misfired again, just when it was needed to
counter-charge me. This meant I was free to destroy the Hurricanum,
then reform and charge back around into the front of the Swordsmen
with their characters. The BSB died to the charge, despite parrying
Ludwig's killing blow attempt. The Wizard Lord was made of sterner
stuff and took 3 rounds to fall to Marius in a challenge, but
eventually fall he did, and the Swordsmen finally broke once I had
killed enough to remove Steadfast (ie more than 25 of them)...
Kurt's
unit of Knights charged into the Greatswords alongside Marius'
initial push, but their success was more limited. They hammered the
Greatswords, but their Stubborn held them in place, even without the
BSB being nearby. Then the War Altar charged in alongside them, and
Luthor spent the next few turns passing ward saves heroically against
the angry Arch Lector. I destroyed the War Altar but the Arch Lector
held, and with just 4 Greatswords remaining, the Steam Tank finally
arrived in the flank. It killed all 6 or so of the remaining Knights,
leaving Kurt and Luthor by themselves. Kurt took the time to cut down
the remaining Greatswords, but the following turn he could only take
2 wounds off the Steam Tank as both he and Luthor finally perished.
Elsewhere,
the Halberdiers managed to kill Matt's Archers, but then were
destroyed by the Pegasus Captain (who had finally worked out how to
kill things). The Swordsman detachments both died to my Outriders and
Crossbowmen. In the end Matt was left with a wounded Steam Tank, a
Cannon, the Pegasus Captain and his Arch Lector (now on foot). 4
models left, but he had won. The loss of both my wizards, the
Halberdiers and Swordsmen, the Cannon, and Kurt and Luthor with their
entourage was enough to tip things in Matt's favour. It was a good
game – exactly the sort of thing I was looking for.
Result:
9-11
Game 8:
Battleline
Jason
Harris, Dwarfs
Runelord
on Anvil of Doom with 2 Runes of Spellbreaking
Thane
BSB with Master Rune of Gromril, Rune of Brotherhood
Dragon
Slayer
40
Longbeard Rangers with Great Weapons, Heavy Armour, Throwing Axes,
Full Command, Ancestor Rune (I think)
40
Miners with Full Command, Steam Drill, Blasting Charges
29
Slayers with Standard, Musician, 4 Giant Slayers
Cannon
with Engineer, Rune of Forging
Organ
Gun
So, with
my faith in the fun of Warhammer restored, I entered the last game
and found myself facing a 3 horde Dwarf army with 3 deployments and
an Anvil. Uh-oh... Fortunately, the game turned out to be good fun.
The
table had a big hill in the middle, with a couple of houses over to
my left. Jason's deployment was comically short, with the Cannon
going to my right of the house in his deployment zone, the Anvil to
my left (so basically tucked away in the corner), the Organ Gun near
the centre (it could just get up onto the top of the hill), and the
Slayers between the Cannon and the Organ Gun, to the left of centre.
I put my Cannon way over on the right, out of sight of Jason's (but
in sight of the Organ Gun). The Crossbowmen went in the centre at the
base of the hill, looking up at the Organ Gun. The Knight units went
to the left of that, with the remaining units hard on the left,
looking to pass to the left of the buildings.
Once
this was all done, the Longbeards and BSB chose their scouting
location. They went near the centre line, slightly to the right of my
Crossbowmen and looking to sweep down my lines as I advanced. I
explained to Jason afterwards that I felt this was a mistake – that
unit could have taken both of my cavalry units in a straight up
fight, and he probably should have just planted them in front and
blocked my advance, waiting for the Miners to arrive behind. Anyway,
I was very glad he didn't do that, and even more pleased when I
managed to get the first turn. My army rushed across the table,
whilst the Outriders managed to shoot a wound off the Anvil after
Vanguarding. That was a good start. My Cannon failed to wound the
Organ Gun, and then the Crossbowmen left it on one wound. That was
not so good, as it had my onrushing cavalry firmly in its sights.
The
Longbeards performed a swift reform and headed for the flank of
Kurt's Knights, putting them 10” away. The Organ Gun fired 10 shots
and killed 5 of them, then the Rune Lord donged his Anvil and I
decided a 7 was a bit too easy to make the charge, and fled Kurt's
Knights through the Reiksguard next to them. As it happened, the
Dwarfs rolled a 3 and came nowhere near me. Ah, the benefits of
hindsight.
In my
next turn I charged the Cannon with the Reiksguard (who had Birona's
Timewarp on them, making the charge much easier) and Marius cut down
all the crew by himself. However, I had been careless with the charge
angle and couldn't overrun off the table because of the building.
That was stupid. Now I had a horde of angry slayers in my flank, all
of about 3” away. I reformed to face them, but it was not good. I
failed once more to hurt the Organ Gun with my shooting, which was
not cool as Kurt's unit rallied in range. In a vain effort to improve
my situation a little, I managed to cast Net of Amyntok on the Anvil,
so there was a chance it would waste its turn if it rolled a 5 or 6
for the Strength test.
As the
Slayers looked at charging my careless Reiksguard (see, it was
totally their fault. Not mine. I'm just the general), the Miners came
on right next to them – 1” away. The Anvil was going to have a
field day with this. Then I realised what to do, and fled when the
Slayers charged. I passed straight through the house that had messed
up my glorious charge, and it guaranteed I got away. Marius and a
Knight were both wounded in the process, but that as acceptable. At
least they were alive, about 7” from the side of the board and
right in front of the Anvil, with all the Dwarfs on the other side of
the building. Yes!
At this
point Jason realised he still had an option. The fleeing Reiksguard
were exactly 15” from the Slayers, whose failed charge had left
them facing right toward the gap between the houses. They could
charge me and make me flee again if the Anvil worked. First, he had
to make a Strength test. He rolled a 1. Curses! Then, he needed the
2+ for the Anvil to work. He rolled another 1! Yes! I was saved! Then
he had to roll on the misfire table, and rolled another 1... The
Anvil was gone!
The
Organ Gun ignored Jason's misfortune on the other side of the table
and opened up on the Knights led by Kurt. He rolled a 6, and with
admirable Dwarfish greed, rerolled it and got a 10. With another
deafening roar, all of the remaining Knights were killed, which
panicked Kurt and Luthor and they fled to safety (safety being
outside of 24” of the Organ Gun of DOOOOM!).
Much of
the rest of the game was a slightly strange stand-off. Marius'
Reiksguard rallied and turned to face the gap between the buildings,
but were unwilling to charge a unit like the Slayers with no chance
of breaking them, and with first the Miners and then the Longbeards
threatening a counter-charge. I fiddled about for a couple of turns,
and Luthor joined the Reiksguard whilst Kurt (who was not allowed
because Marius was already in there, and would not tolerate his foul
odour so nearby) moved around near Jason's table edge and threatened
to charge the flank of the Miners by going through the narrow gap
behind the building. I also shot off a handful of Longbeards and 10
Slayers. The Longbeards continued to advance and the Organ Gun had
backed off the hill to save itself and started to move sideways
towards the buildings and the rest of my troops as well. I did throw
a 12 hit Banishment at the Organ Gun, but simply could not take off
its last wound.
Kurt's
presence resulted in Jason doing something slightly strange, and the
Miners reformed to face the lone horseman. It meant Kurt didn't dare
charge for fear of their throwing charges, but it also meant the
Miners were no longer a counter-charge threat. Emboldened, I but the
bullet and charged the Slayers in the final turn. I moved 3 units up
in waves to prevent a potential counter from the Longbeards (enough
that I could flee twice without fear of him catching anything), but I
needn't have bothered. That magic phase saw Speed of Light and
Birona's Timewarp both go off on the charging Reiksguard, and the
resulting carnage was palpable. All 20 of the Slayers were skewered,
hacked and hoofed down, including the Dragon Slayer who took 5 wounds
from the rabid Marius in a challenge. With the Slayers wiped out, I
could overrun. Unfortunately the Miners didn't panic, but it did mean
all my efforts to prevent a charge from the Longbeards were
unnecessary as the Reiksguard passed out of their arc.
Seeing
what I'd done with all the waves of troops in front of the Longbeards
and knowing he would get points for none of them once they had fled
away, Jason did the only sensible thing. He elected not to charge,
and instead fired the Organ Gun into the front unit, which was my
Outriders. 6 hits was enough to wipe out the unit, and with that the
game was over. Jason had killed the Outriders and Inner Circle
Knights (all with Organ Gun shots), and I had killed the Cannon, the
Slayers, and the Anvil (well, I took credit for that. I didn't
actually do the killing myself...).
Result:
13-7
The
games on the final day had both been great fun against really nice
guys, and were exactly what I needed at the end of a long tournament.
In the end I found myself on 75 battle points, which was not quite
breaking even out of the total of 160 on offer, but then it was not
exactly the best list. 3 wins, 2 draws and 3 losses seemed a
reasonable return. I also walked away with 3rd best sport,
which was excellent. I ended up with a disappointing comp score of
2/5, which given the terribly flawed nature of my list was probably
not appropriate, but given I wasn't aiming to finish high, it didn't
really matter to me. I did wonder what the scorers would make of my
bevy of special characters. Turns out they didn't know quite what
to make of it...
At the
time of writing the final standings have not been released, so I
can't tell you where I finished in the pack of 94 players, but with
the comp score I got, it will be in the lower half. I'll update with
a comment once I know the final situation.
I think
I have special characters out of my system for now, although Marius
Leitdorf did kind of grow on me (kind of like a lunatic fungus). We
may yet see him again. And he's such a pretty figure...
Thanks for the game Greg! Shooting and avoiding combat is just so much fun. Time to work out a way to do this with empire.
ReplyDeleteYep, thanks for the game! As for the other thing, I could probably offer some suggestions. But I'm not going to help you slide further into darkness. You can do that on your own...
ReplyDeleteI was shattered to realize that I cant run away and shoot with a steam tank like I do my iron blaster because of random moment.
ReplyDeleteGreat report again Greg, thanks for takeing the time to write it up. Two things I think are needed, 1. new book for DE and 2. Comp with people who know what's what. :)
ReplyDeleteI see the Cancon organisers failed to heed Pudding's Tenth Principal of Terrain Production. Which saddens me greatly.
ReplyDelete