This is continued from Part 1 and Part 2 of my tournament report, which covered the first 2 days of the 3 day tournament that was Cancon 2012...
Well we made it to
day 3! I was more upbeat coming into the final day than I had been the
previous days. There was less to do, only 2 games to get through, and we
were not running late. All in all, it was shaping to be a good day.
Game 7: Watchtower
Chris Mackonis – Warriors of Chaos
Chaos Lord of Khorne on Juggernaut with Sword of Antiheroes, Armour of Morrslieb, Dawn Stone
Exalted Hero of Tzeentch BSB on barded chaos steed with 1+ armour save, War Banner
Chaos Sorcerer of Tzeentch with Dispel Scroll (Level 2 Lore of Tzeentch)
15 Chaos Warriors of Khorne with halberds, shields, full command
15 Chaos Warriors of Tzeentch with shields, full command
5 Chaos Knights of Khorne with full command, Blasted Standard
5 Chaos Knights of Tzeentch with full command, Banner of Rage
13 Chosen of Khorne with halberds, shields, standard, Lichebone Standard
5 Chaos Hounds
Warshrine
The last couple of
times I had played the Watchtower scenario in a tournament, I was using
an all-cavalry army – so I couldn’t enter the building. This time I
actually had units that could enter it, but I would be asking them to
duke it out with Khorne warriors. Man, it sucks to be an Empire State
Trooper. Chris was running a beautifully painted Chaos Warrior army, and
under normal circumstances I would have said that it was not a very
tough list. Under the circumstances however, it looked more than handy
enough to get the job done…
I won the roll-off
for control of the Watchtower, which was very exciting and all. I could
have placed my Crossbowmen in there and been slaughtered in turn 1, but I
decided against it. Unfortunately it meant that I would have no
advantages, as my “controlling” the tower meant that Chris would get the
first turn. That was a pity. I would have liked another turn to shoot
at the sinister Chaos men.
I deployed with my
White Wolves lined up to pass just to the right of the tower, with the
Inner Circle Knights next to them. The Halberdiers were lined up just
left of the tower, with the Crossbowmen to their left and the Swordsmen
sitting further back (as usual). The Cannon was on my far left, with the
Volley Gun, Mortar and Engineer sitting near the Halberdiers. Chris set
up with the Chosen immediately opposite the tower (they had rolled +1
strength), with the Warshrine behind. The Tzeentch Knights and BSB were
next to them, opposite my White Wolves, whilst the Khorne Warriors faced
off with my Inner Circle Knights. The Sorcerer floated behind the
lines. To my left of the Chosen sat the Khorne Knights with the Lord on
Juggernaut, the Tzeentch Warriors, and finally the Warhounds.
Chris rushed
everything forward at basically maximum speed, with the Hounds
disappearing into a forest as they eyed off my Cannon on the left. Not
much happened in the magic phase, and in the shooting phase the
Warshrine gave the Chosen something so remarkable I can’t remember what
it was.
In my turn I
decided to try to dictate terms. I charged the Tzeentch Knights next to
the tower with both units of cavalry – the Inner Circle Knights could
only get a couple of models into contact because the tower stopped me
sliding the White Wolves further along. I decided against charging with
the Halberdiers, as the Khorne Knights were in the perfect position for
all my shooting…
Unfortunately my
magic phase was a complete fizzer – I didn’t get anywhere near enough
power to bolster my troops in combat. They were going to have to take
their chances with the Knights. My shooting phase was also
disappointing. The Cannon blew up aiming for the Lord and everything
else rained shots down on the Khorne Knights but only managed to kill 2
of them – nowhere near enough to stop the slaughter that was to come.
The charge of my
Knights was thoroughly underwhelming. I killed perhaps 2 or 3 of them,
but lost half a dozen models in return. I managed to barely win combat,
but they held. That meant I was ripe for a counter-charge.
The Khorne warriors
crashed into the front of my Inner Circle Knights, whilst the Khorne
Cavalry ploughed into the stoically waiting Halberdiers. The Hounds
tried to charge the Crossbowmen, but found they were too far away and
instead halted at the edge of their forest. The Chosen entered the tower
and the Tzeentch Warriors continued their advance toward my
Crossbowmen.
Magic and shooting
were unremarkable, however combat was ugly. The Khorne cavalry (led by
the Lord with 8 attacks) carved a bloody swathe through my Halberdiers.
In return I think the Warrior Priest knocked one of the Knights off his
horse, but I had been soundly thrashed. I passed my Steadfast test and
held. On the other side of the tower, the fight went poorly. The Khorne
Warriors went beserk, cutting down half of my Inner Circle Knights
before they could swing. They killed a couple in return (and I think the
White Wolves killed another Knight), but I had been badly beaten. The
Inner Circle unit fled and managed to outrun the Khorne Warriors, whilst
the White Wolves were Stubborn and held their ground against the enemy
Knights.
In my turn I
rallied the Inner Circle Knights, but there were now only 3 of them
along with the Warrior Priest, facing at least a dozen very, very angry
Warriors. My shooting did what it could against the advancing Tzeentch
Warriors, dropping a rank off but generally making little difference. In
combat the Chaos BSB succumbed to the attacks from my characters,
however the champion of the Knights refused to break and cut down the
last of my White Wolves. It was very sad. My Halberdiers continued to be
slaughtered by the Khorne Knights, however my Warrior Priest stood up
to the Chaos Lord in a challenge and managed to survive for a round. I
still lost, but still didn’t break (Ld 9 with a reroll).
The Khorne Warriors
charged into the Inner Circle Knights again, intent on finishing the
job. The Chaos Hounds charged my Crossbowmen, however they lost a couple
of their number and were spanked in combat once they arrived.
Unfortunately the Tzeentch Warriors decided to hit the Halberdiers in
the flank, which was rather unsporting – they were having a bad enough
day as it was. The Warshrine charged into my General and BSB as they
duelled with the feisty Chaos Knight champion. The Chosen decided to
leave the building, having lost several of their number to a Mortar shot
the previous turn – they felt it was safer out than in. The Chaos
Sorcerer wandered up near my General and BSB, but didn’t manage to cast
anything exciting.
The Halberdiers
continued to be scythed down by their opponents (including the Warrior
Priest, whose time was well and truly up), however they remained
Steadfast thanks to the damage that had been inflicted upon the Tzeentch
Warriors by my shooting – mine was the only unit with more than a
single row of guys (for now). The Khorne Warriors waved their halberds
around wildly and managed to kill all of the remaining Inner Circle
Knights. My Warrior Priest decided to take this personally and cut down 2
of them in return, before refusing to break and standing firm against
the unstoppable tide of angry. My General and BSB failed once again to
kill the Knight champion, and now the Warshrine had arrived to add to
their irritation. They lost combat, but they held.
My game was going
poorly, but I continued to try to achieve something. My Wizards left the
Swordsman unit and spread out, trying to get into more advantageous
positions. My Crossbowmen were filled with delusions of grandeur after
their heroic efforts in combat in my previous game, and declared a
charge on the rear of the Tzeentch Warriors who were still in the flank
of the Halberdiers. This effort was still heroic, but that doesn’t mean
it was a good idea…
I shot a number of
Chosen with my Volley Gun and a couple more with the Mortar, but it was
not going to be enough to slow them down. They were eyeing off my
Swordsmen, who were moving to shield the recently departed Wizards.
My mounted Warrior
Priest’s resistance against the Khorne Warriors came to an end, however
there were now not a lot of them left (maybe 6). Maybe there was hope.
My General and BSB managed to win their combat and break the Warshrine,
however the infernal knight Champion had no interest in running away or dying, and stayed put.
My Halberdiers were
reduced to a single row of models in their combat, however I believe
between them and the Crossbowmen frantically clubbing the Tzeentch
Warriors on the back of the head, I reduced them to 0 rows and thus
held. I think I also dragged the last Khorne Knight down, leaving the
Lord to fight on by himself. Certainly I did not run away – two could
play at this Chaos Knight champion’s unbreakable game!
The Chosen ploughed
into the front of my Swordsmen as expected, whilst the remaining Khorne
Warriors turned to face the remaining enemies in the centre. The
Warshrine rallied, so the invincible Knight would soon have help again.
After combat my single remaining Halberdier finally broke, however the
Crossbowmen held and kept the Tzeentch Warriors in place, leaving the
Chaos Lord to run down the Halberdier by himself. The Chosen made a
terrible mess of my Swordsmen who broke, but managed to both escape
their pursuit and not run off the table. It was all very scientific.
Naturally I could not kill the Knight champion with my characters, and so he held once more.
It was coming up to
the end of Turn 4, and I realised I could steal the game in a filthy
and devious manner if the game happened to end on a 6 that turn. My
Wizard Lord sprinted straight at the tower, making himself the closest
model to the unoccupied building. It would be mine! My Swordsmen rallied
and hoped something terrible would happen to the Chosen before they
charged in again…
Enter the Volley
Gun, which belched a great cloud of smoke and butchered the remaining 5
Chosen in a cloud of shredded armour and gore. Yeah! That’s how it’s
done. Of course, this was after my magic phase, where my Wizard Lord
decided to show the Chaos Sorcerer how magic is really done. Generating a decent power phase, he hurled Chain Lightning
at the Sorcerer, reducing him to a cinder. Seeing the pitiful plight of
my General and BSB, he then walked the lightning into the combat,
incinerating the Chaos Knight champion before hitting the Warshrine but
being unable to hurt it. The Knight was dead! Huzzah!
In combat the
Crossbowmen realised their folly in making Chaos Warriors angry, and all
but one of them was killed in a spectacular display of gore. The
survivor fled, but the Warriors let him go – they had bigger fish to fry
(not looking at any tower-hugging Wizard Lord in particular).
With this sudden
swing of victory points, I was probably actually winning the game. I
picked up the dice to roll to see if the game would end, but alas I
rolled a 5 – not a 6. The game would continue.
Seeing his
beautiful Chosen blasted apart, the Chaos Lord took it upon himself to
charge the Swordsmen, waving his crazy sword about and ranting about
blood and skulls. The Tzeentch Warriors charged at the feisty mage next
to the tower, and he decided it was time to get out of there. The
Warshrine charged my General and BSB once again, and the Khorne Warriors
turned to face my now fleeing mage.
Combat saw my
Swordsmen slaughtered brutally, and I’m pretty sure their Steadfast did
not save them. The Warshrine bounced off my characters, but they failed
once again to dent it in return. Both parties continued to fight.
My turn saw my
Wizard Lord rally immediately in front of the Khorne Warriors (of course
– where else would you want to rally?) The fleeing Crossbowman rallied
as well, in a show of grumpy defiance. My shooting did little, but my
Wizards tried to carry the day. The little Metal Wizard threw Final
Transmutation at the 4 remaining Khorne Warriors, however he only
managed to kill 1 of them. Still, it might be enough. The Wizard Lord
gathered the remaining dice and cast Chain Lightning, however it did not
get through the enemy defences. The Warriors survived, and were still
looking at my Wizard Lord with evil intent.
The fight between my General and BSB and the Warshrine was a non-event as I failed to hurt it and it refused to run away.
I picked up the
dice again and rolled to see if the game ended. I rolled a 5 again, and
being Turn 5, that meant the game was over. The Warshrine was marginally
closer than my BSB to the tower, which meant control went to the evil
Warriors of Chaos. I was actually marginally ahead on victory points,
but the tower was worth 1000 and as such I sunk to a convincing defeat.
So close…
Result: 5-15 Loss
It was to be Day of the Chaos Warriors, it seems... |
Game 8: Battleline
Brad Morin – Warriors of Chaos
Sorcerer Lord of Tzeentch with Talisman of Protection, Infernal Puppet (Level 4 Lore of Tzeentch)
Exalted Hero BSB with Book of Secrets, Charmed Shield (Level 1 Lore of Fire)
25 Marauders of Tzeentch with shields, full command
25 Marauders of Tzeentch with shields, full command
15 Chaos Warriors of Tzeentch with shields, full command, Razor Standard
5 Marauder Horsemen with flails, musician
5 Marauder Horsemen with flails, musician
5 Chaos Hounds
5 Chaos Hounds
5 Chaos Knights with musician
5 Chaos Knights with musician
5 Chaos Knights with musician
Chaos Chariot
Chaos Chariot
Warshrine of Tzeentch
Brad is a fellow
Hamptoner, however I don’t get to play him very often. As such, I was
very happy to draw him in the final round. There is something relaxing
about playing someone you already know in the last round of the
tournament. Often it sees me relax too much, and I collapse in a screaming heap. Here’s hoping that doesn’t happen here…
Brad was one of the
people in the tournament who was least happy with his comp score (he
only got a 5). After some discussion it came to light that he didn’t
realise the Infernal Puppet affected his own miscasts – he thought it
was purely for making the enemy blow up. No doubt the possible
combination of Infernal Gateway and the Puppet played heavily on the
comp judges’ minds, but Brad hadn’t even realised it was a possibility.
How he got through 7 games without anyone pointing this out to him, I’m
not sure. Maybe it hadn’t come up. I still felt his comp score could
have been perhaps a point higher – the characters were practically naked
and the units were hardly optimal. Oh well, it was never going to be
perfect.
The deployment zone
saw a hill on my left, with a house just to the left of the centre of
the table. I had a swamp on my right flank near the front of my zone,
leaving perhaps a 6” clear channel next to the table edge. Brad had a
forest on my left and another near the centre of the line. I deployed
with my forces concentrated on my right flank, ignoring the space to the
left of the house. I put the Halberdiers with their left end near the
house, with the Swordsmen behind. Next to them were the White Wolves,
and to their right were the Inner Circle Knights. The Volley Gun and
Mortar were to the right of and behind the Knights, with the Engineer to
keep an eye on them. My Crossbowmen set up behind the swamp, and on my
right table edge was the Cannon.
Brad deployed with a
unit each of Marauder Horsemen, Chaos Hounds and Knights on my right,
eyeing off my Cannon and Crossbowmen. There was a bit of a gap, then the
Warshrine was behind the central forest, planning to work its way
around. A unit of Marauders with the Sorcerer Lord went into the forest,
which they found to be a Wild Wood (I think). Next were the Tzeentch
Warriors, who were going to swing around the other end of the forest.
The other block of Marauders with the BSB were next. There was another
gap around the forest on the left, and then finally there were a cluster
of 2 Chariots, 2 Knight units, and the remaining units of Hounds and
Marauder Horsemen, all facing my empty left flank.
Brad got the first
turn and advanced, as you would expect from an army with no shooting.
The 3 units on my right all rushed toward the Cannon, whilst everything
else moved at best speed (or close to) toward my lines. The Warshrine
blessed the Tzeentch Warriors and gave them +1 Toughness – just to make
sure they were properly rock hard. The Sorcerer Lord, having finally
worked out how to use his Infernal Puppet properly, threw a large
Infernal Gateway at my White Wolves, but it hit at strength 2 – I
survived.
In my turn I
advanced with the Halberdiers, moving up next to the house as they
watched the Marauders and Warriors head their way. My Inner Circle
Knights swung around on my right, facing toward the Warshrine and the
Marauders in the trees. The White Wolves were more circumspect and edged
forward a touch. Brad had told me how much he loved Comet of Cassandora
before the game, so I decided to oblige him and cast one over on the
left flank, into the path of the advancing Knights and Chariots. For
some reason he didn’t seem pleased.
In the shooting
phase my Mortar landed smack in the middle of the Marauders in the
forest, killing a goodly number of them. The Crossbowmen shot at the
approaching Marauder Horsemen, however despite it being at short range
their efforts left a couple of models alive, and they didn’t panic.
Disgusted by the poor shooting on display, the Volley Gun turned and
obliterated the last of the unit. This did not panic the Chaos Hounds as
I had hoped. Oh well. The Cannon decided to ignore the threat of
approaching doggies, and instead fired diagonally across the table at
the 2 Chaos Chariots (who had rather rashly left themselves in a single
line for a cannonball). I killed one, but the shot bounced off the other
one. I believe the other unit of Chaos Hounds saw what happened to the
Chariot, turned and fled off the table.
In the Chaos turn,
the forces on the left flank continued their advance under the
threatening form of the approaching comet. The Marauder Horsemen moved
well clear, thanks to their head start from their vanguard move. They
swung around the flank of my Swordsmen and prepared to charge. In the
centre the Marauders with the BSB moved up in line with the other end of
the house, squaring off with my Halberdiers. The Warriors were just
behind and to the side, and were joined by the Sorcerer Lord who decided
that his Marauder bodyguard were a bit too flimsy and Mortar-worthy.
For their part, the Marauders continued forward to get out of the
forest. The Warshrine decided to declare a charge on my Inner Circle
Knights who were getting a bit close. The Knights on my right also
realised they could see my flank and decided to have a crack. My Knights
fled from the Warshrine and ended up back in the gap they had started
from in my deployment zone. The Chaos Knights redirected into the
Crossbowmen, however they didn’t make the distance as they were busy
shrugging off a hail of crossbow bolts from the stand-and-shoot charge
reaction. In front of the Knights, the Chaos Hounds charged the Cannon
and prepared to inflict puppy love on the crew.
The Sorcerer Lord
decided that he really enjoyed this whole Infernal Gateway thing, and
hurled another one at my White Wolves. This time it was a much higher
strength and I lost several Knights. The only combat was the Hounds and
the Cannon, and it turned out that the Hounds really were more
interested in playing with the crew than biting them. They didn’t hurt
anyone and the Cannon held its ground.
In my turn the
White Wolves declared a charge on the Marauders in the forest, who
turned and fled, resulting in a failed charge. The Halberdiers charged
alongside the house and into the front of the other Marauders, whilst
the Swordsmen turned and backed off a bit to shield their Wizards, who
both left the unit and headed for safety. On my right the Crossbowmen
continued their recent feisty behaviour and charged into the flank of
the Hounds, on a mission to rescue the Cannon crew from death by
affectionate licking. The Inner Circle Knights rallied and pretended
that nothing untoward had occurred.
In the magic phase
the comet plummeted to earth with a very loud bang. Its 7” radius was
enough to catch both units of Chaos Knights on that flank as well as the
remaining Chariot. 3 Knights managed to survive the impact from the
Knight unit closest to me, however the other unit was not so lucky and
was consumed by the blast. The Chariot also failed to survive. I don’t
believe this did anything to improve Brad’s opinion of the spell. I
think I killed one of the surviving Chaos Knights with Searing Doom, but
failed to force an augment spell through on my Halberdiers. They would
have to do the job the old-fashioned way.
The Volley Gun
fired at the Chaos Knights on my right flank, who were still glaring at
my Crossbowmen as they clubbed puppies in close combat. A single Knight
was blasted from his horse, and the rest didn’t care – didn’t like him
anyway, no doubt. The Mortar fired at the fleeing Marauders, and whilst
this seemed to baffle Brad to begin with, when I killed all but 6 and
left them 1 model below quarter strength (so needing doubt 1s to rally)
it all became clear. They headed off the table the next turn.
In combat, the
Halberdiers crashed convincingly into the Marauders. The enemy BSB
didn’t challenge, then regretted his decision as he was cut down by a
pile of attacks. The Marauders were also forced to take at least 6 parry
saves at 5+, however they passed all but 1. Tzeentch was with them! A
couple did succumb to the Warrior Priest, however. It was enough for me
to win combat, but not enough to break the unit.
On the right flank,
the Hounds flipped out over the fact that the Crossbowmen had flaming
attacks and were wiped out in combat as they tried to hide behind each
other. The Crossbowmen reformed to face the oncoming Chaos Knights –
they were now between them and the Cannon. They would get to stand and
shoot, but it was unlikely to save them.
The Chaos turn saw
charges across the board. The Chaos Knights charged the Crossbowmen as
expected, and shrugged off the shots that were fired on the way in. The
Warshrine attempted to charge the White Wolves, but didn’t make the
distance. The Warriors charged into the Halberdiers in order to relieve
the outclassed Marauders. On the other side of the house, the Marauder
Horsemen charged the Swordsmen in the flank. The Chaos Knights that had
survived the comet also charged, however their horses were obviously
still confused from all the explosions and the screaming, and didn’t go
anywhere fast.
The White Wolves were targeted by another Infernal Gateway, however I managed to stop this one. The Sorcerer with his newfound, Puppet-inspired confidence was starting to get annoying.
Combat saw the
Swordsmen kill a couple of Marauder Horsemen, however they lost far more
men and the combat. Fortunately they were Steadfast and held, before
turning to face their opponents. On the far side of the table, the Chaos
Knights did terrible things to the Crossbowmen however they also passed
their Steadfast test and held.
In the centre,
things took an unexpected turn. The Sorcerer Lord issued a challenge and
found himself facing the Warrior Priest. The Priest showed that he
actually knew how to use that huge axe of his, and inflicted 2 wounds.
The Warriors killed a solid chunk of Halberdiers, however Tzeentch’s
attention had obviously wandered from the Marauders, and they died in
droves to the return attacks. Amazingly the Empire forces had won the
combat, and the Warriors and Sorcerer Lord promptly turned tail and
fled! The Marauders managed to hold their ground, buying time for their
master to flee (he needed the extra time – his unit only fled 3”).
Things were looking
remarkably good for me by this point. I decided to charge the Inner
Circle Knights into the Warshrine, however I didn’t charge the White
Wolves into the fleeing Warriors. They were only 3” from the
Halberdiers. If I could break through and pursue 3”, the Warriors and
Lord would be dead. That being the case, I poured all my magical efforts
into boosting my unit’s combat potential. Harmonic Convergence went off, but Brad managed to block Enchanted Blades of Aiban. Hopefully it would be enough.
The Swordsmen cut
down all but one of the Marauder Horsemen, then restrained pursuit as
the remaining rider fled from the field. They turned instead to face the
few advancing Chaos Knights, who would surely make the distance next
turn. On my right, the Crossbowmen found their Knights to be too much to
handle, broke and were run down. The Chaos Knights crashed into the
Cannon and prepared to make short work of it. The Inner Circle Knights
beat and broke the Warshrine, however it was faster than it looked and
managed to get away.
The combat between
the Halberdiers and the Marauders was a bloody affair. Models from both
sides fell, but in the end the weight of numbers was telling. The
Marauders tested on Ld 4, but they rolled a 5. They managed to outpace
the Halberdiers, but the already-fleeing Warriors were not so lucky –
they were caught and destroyed, along with the Sorcerer Lord. I
definitely held the upper hand now.
We were running low
on time by this point, but there was time for another turn thanks to
how little Brad had left (it sounds mean, but it was true). The
Marauders and Warshrine both failed to rally, with the Shrine heading
toward the table edge and the Marauders fleeing into the forest on the
left. The Chaos Knights near the house spotted one of my lone Wizards
and declared a charge (rather than facing 20-odd Swordsmen in a frontal
assault). The Wizard fled and the Knights failed to catch him. The
Knights on my right hacked up my Cannon crew and swung about to face my
lines.
In my turn I
charged the fleeing Warshrine with the Inner Circle Knights, sending it
from the board. The Marauders escaped the wrath of my Halberdiers and
headed for the far corner of the table. My White Wolves declared a
charge on the Knights who had been chasing my Wizard, but they decided
to flee rather than face being wiped out.
My magic phase saw
Searing Doom targeted at the Knights on my right, killed 3 and leaving
one alive. If he thought he had escaped though, he was sadly mistaken.
In a brutal display of firepower the Volley Gun unleashed 28 shots
against the poor sod – he never had a chance.
And with that, the
game was over. Brad had a fleeing unit of Knights and one of Marauders. I
had lost my Cannon and Crossbowmen, but was otherwise intact. It was a
one-sided finish.
Result: 19-1 Win
Final Battle Points: 85/160
Comp: 56/80
In the end I barely averaged above a draw in the tournament, however the hefty comp element saw me lifted to a respectable 9th
place. This was better than I had expected to do, so I was pretty
happy. More remarkably, I ended up winning the players’ choice award for
Best Presented army. This was fantastic, if somewhat unexpected. Mine
was by no means the best painted army there, but presumably it had just
enough in it to get people’s attention.
Yay, a trophy for me! |
As tiring as it was
to be so involved in organising the tournament as well as playing, it
was very gratifying that so many people turned up – it justified the
effort. The Cancon road trip remains the highlight of my year in terms
of the tournament calendar, and I look forward to going next year –
hopefully with someone else making sure it happens this time.
The final standings can be seen below. If it is too small for you to read, congratulations! You are on a computer. You have the technology...
Rank Player Army Total Battle Comp Pres. Sports
---- ------ ---- ----- ------ ---- ----- ------
1 Ben Leopold Skaven 222 98 64 20 40
2 Garry Ingram Ogre Kingdoms 214 107 48 20 39
3 Dino Zanon Daemons of Chaos 212 124 32 20 36
4 Simon Kwok Ogre Kingdoms 212 120 32 20 40
5 Roy Diprose Ogre Kingdoms 208 116 32 20 40
6 Shane Thomson Dwarfs 207 99 48 20 40
7 Stephen Tuck Skaven 205 105 40 20 40
8 Peter Spiller High Elves 204 112 32 20 40
9 Greg Johnson Empire 200 85 56 20 39
10 Douglas Crawford Ogre Kingdoms 200 100 40 20 40
11 Chris Cousens Dark Elves 198 106 32 20 40
12 Matt Curtis Orcs and Goblins 198 114 24 20 40
13 David Duriesmith Ogre Kingdoms 196 104 32 20 40
14 Matthew Kelly Skaven 196 120 16 20 40
15 Nick Gentile High Elves 196 88 48 20 40
16 Adam Wonderley Dwarfs 195 111 24 20 40
17 Christopher Grace Beastmen 195 79 56 20 40
18 Simon Turner Beastmen 193 77 56 20 40
19 Pawel Sajewicz High Elves 190 66 64 20 40
20 Mark Skilton Beastmen 189 74 56 20 39
21 Sean Davis Warriors of Chaos 189 98 32 20 39
22 Chris Mackonis Warriors of Chaos 189 89 40 20 40
23 David Corcoran Ogre Kingdoms 189 97 32 20 40
24 Travis Cramb Daemons of Chaos 188 104 24 20 40
25 Adam Gooley Bretonnians 187 87 40 20 40
26 Chris Ashton-Jones Ogre Kingdoms 187 79 48 20 40
27 Mark Audley Bretonnians 186 86 40 20 40
28 Bruce Tobin Beastmen 185 69 56 20 40
29 Peter Rodda Warriors of Chaos 185 93 32 20 40
30 Matt Willis Dark Elves 184 101 24 20 39
31 John Nelson Warriors of Chaos 183 99 24 20 40
32 Nick Hoen Tomb Kings 183 75 48 20 40
33 Connor White Bretonnians 181 79 48 20 34
34 Brad Morin Warriors of Chaos 180 80 40 20 40
35 Mark Ward Warriors of Chaos 179 81 40 20 38
36 Andrew Buchanan Empire 179 72 48 20 39
37 Daniel Andersen Orcs and Goblins 179 71 48 20 40
38 Tim Bolton Wood Elves 179 87 32 20 40
39 Murray Hoad Bretonnians 177 78 40 20 39
40 Lee Jefferson Daemons of Chaos 176 81 40 20 35
41 Francesco Giardino Warriors of Chaos 174 97 24 20 33
42 Troy Anderton Orcs and Goblins 174 74 40 20 40
43 Adam Bishop Vampire Counts 173 85 48 0 40
44 Micaiah Harris High Elves 173 62 56 20 35
45 Luke Kellett Wood Elves 173 81 32 20 40
46 Sam Moore Dwarfs 173 97 16 20 40
47 Daniel Bird Wood Elves 172 73 40 20 39
48 Dale Sommerville Tomb Kings 170 70 40 20 40
49 Derek Thompson Orcs and Goblins 170 46 64 20 40
50 Iain Thomson Bretonnians 169 61 48 20 40
51 James Porley Warriors of Chaos 168 76 32 20 40
52 Mark Maskell High Elves 168 68 40 20 40
53 David Kelsall Ogre Kingdoms 167 51 56 20 40
54 Liam Keft Dwarfs 167 27 80 20 40
55 Jason Harris Dwarfs 166 50 56 20 40
56 Jonathon Turkich Ogre Kingdoms 164 56 48 20 40
57 Adam Hoad Lizardmen 163 71 32 20 40
58 Ben Halliday High Elves 160 88 16 20 36
59 Andrew Primrose Tomb Kings 160 77 24 20 39
60 Joel Kelly Ogre Kingdoms 159 51 48 20 40
61 Erica Scott Warriors of Chaos 158 70 48 0 40
62 Rowen Szczecinski Dark Elves 158 67 32 20 39
63 Matthew Sutton Dwarfs 158 58 40 20 40
64 James Foulds Dwarfs 154 70 24 20 40
65 Antony Pedersen Tomb Kings 152 45 48 20 39
66 Ben Halligan Tomb Kings 144 80 24 0 40
67 Andrew Keft Chaos Dwarfs 142 35 48 20 39
68 Mitchell Connolly Tomb Kings 138 56 48 0 34
69 David McCrae Empire 136 72 24 0 40
70 Aiden Jack High Elves 133 49 24 20 40
71 Michael Clarke High Elves 132 57 40 0 35
72 Chris Oliver-Conroy High Elves 125 62 24 0 39
73 David Van Oss Dark Elves 124 49 40 0 35
74 Jim Moutsos Wood Elves 111 33 48 0 30
75 Luke Greco Ogre Kingdoms 108 41 32 0 35
76 Tim Grogan Dwarfs 104 34 40 0 30
---- ------ ---- ----- ------ ---- ----- ------
1 Ben Leopold Skaven 222 98 64 20 40
2 Garry Ingram Ogre Kingdoms 214 107 48 20 39
3 Dino Zanon Daemons of Chaos 212 124 32 20 36
4 Simon Kwok Ogre Kingdoms 212 120 32 20 40
5 Roy Diprose Ogre Kingdoms 208 116 32 20 40
6 Shane Thomson Dwarfs 207 99 48 20 40
7 Stephen Tuck Skaven 205 105 40 20 40
8 Peter Spiller High Elves 204 112 32 20 40
9 Greg Johnson Empire 200 85 56 20 39
10 Douglas Crawford Ogre Kingdoms 200 100 40 20 40
11 Chris Cousens Dark Elves 198 106 32 20 40
12 Matt Curtis Orcs and Goblins 198 114 24 20 40
13 David Duriesmith Ogre Kingdoms 196 104 32 20 40
14 Matthew Kelly Skaven 196 120 16 20 40
15 Nick Gentile High Elves 196 88 48 20 40
16 Adam Wonderley Dwarfs 195 111 24 20 40
17 Christopher Grace Beastmen 195 79 56 20 40
18 Simon Turner Beastmen 193 77 56 20 40
19 Pawel Sajewicz High Elves 190 66 64 20 40
20 Mark Skilton Beastmen 189 74 56 20 39
21 Sean Davis Warriors of Chaos 189 98 32 20 39
22 Chris Mackonis Warriors of Chaos 189 89 40 20 40
23 David Corcoran Ogre Kingdoms 189 97 32 20 40
24 Travis Cramb Daemons of Chaos 188 104 24 20 40
25 Adam Gooley Bretonnians 187 87 40 20 40
26 Chris Ashton-Jones Ogre Kingdoms 187 79 48 20 40
27 Mark Audley Bretonnians 186 86 40 20 40
28 Bruce Tobin Beastmen 185 69 56 20 40
29 Peter Rodda Warriors of Chaos 185 93 32 20 40
30 Matt Willis Dark Elves 184 101 24 20 39
31 John Nelson Warriors of Chaos 183 99 24 20 40
32 Nick Hoen Tomb Kings 183 75 48 20 40
33 Connor White Bretonnians 181 79 48 20 34
34 Brad Morin Warriors of Chaos 180 80 40 20 40
35 Mark Ward Warriors of Chaos 179 81 40 20 38
36 Andrew Buchanan Empire 179 72 48 20 39
37 Daniel Andersen Orcs and Goblins 179 71 48 20 40
38 Tim Bolton Wood Elves 179 87 32 20 40
39 Murray Hoad Bretonnians 177 78 40 20 39
40 Lee Jefferson Daemons of Chaos 176 81 40 20 35
41 Francesco Giardino Warriors of Chaos 174 97 24 20 33
42 Troy Anderton Orcs and Goblins 174 74 40 20 40
43 Adam Bishop Vampire Counts 173 85 48 0 40
44 Micaiah Harris High Elves 173 62 56 20 35
45 Luke Kellett Wood Elves 173 81 32 20 40
46 Sam Moore Dwarfs 173 97 16 20 40
47 Daniel Bird Wood Elves 172 73 40 20 39
48 Dale Sommerville Tomb Kings 170 70 40 20 40
49 Derek Thompson Orcs and Goblins 170 46 64 20 40
50 Iain Thomson Bretonnians 169 61 48 20 40
51 James Porley Warriors of Chaos 168 76 32 20 40
52 Mark Maskell High Elves 168 68 40 20 40
53 David Kelsall Ogre Kingdoms 167 51 56 20 40
54 Liam Keft Dwarfs 167 27 80 20 40
55 Jason Harris Dwarfs 166 50 56 20 40
56 Jonathon Turkich Ogre Kingdoms 164 56 48 20 40
57 Adam Hoad Lizardmen 163 71 32 20 40
58 Ben Halliday High Elves 160 88 16 20 36
59 Andrew Primrose Tomb Kings 160 77 24 20 39
60 Joel Kelly Ogre Kingdoms 159 51 48 20 40
61 Erica Scott Warriors of Chaos 158 70 48 0 40
62 Rowen Szczecinski Dark Elves 158 67 32 20 39
63 Matthew Sutton Dwarfs 158 58 40 20 40
64 James Foulds Dwarfs 154 70 24 20 40
65 Antony Pedersen Tomb Kings 152 45 48 20 39
66 Ben Halligan Tomb Kings 144 80 24 0 40
67 Andrew Keft Chaos Dwarfs 142 35 48 20 39
68 Mitchell Connolly Tomb Kings 138 56 48 0 34
69 David McCrae Empire 136 72 24 0 40
70 Aiden Jack High Elves 133 49 24 20 40
71 Michael Clarke High Elves 132 57 40 0 35
72 Chris Oliver-Conroy High Elves 125 62 24 0 39
73 David Van Oss Dark Elves 124 49 40 0 35
74 Jim Moutsos Wood Elves 111 33 48 0 30
75 Luke Greco Ogre Kingdoms 108 41 32 0 35
76 Tim Grogan Dwarfs 104 34 40 0 30
There was only one Lizardman player in the entire tournament? Is that normal for Warhammer games lately?
ReplyDeleteNo, the lack of Lizardmen was a surprise. Normally there are at least a few kicking about. Maybe all the Lizardman players also have Oges, and busted those out instead...
ReplyDeleteGreat write up Greg, I had to laugh when you said Brads WoC comp should have been a 6, it probably should have. My army which was close to being a clone got a 4. Which is fine, but does go to show how hard it is to do comp for 76 players. Your write up on how comp faired at Cancon was excellent and well worth a read. www.thefieldsofblood.com/2012/02/guest-post-soft-comp-at-cancon.html#more
ReplyDeleteThanks for the report, and for all the hampton boys in running the event.