Well
Empire in Flames is over for another year, and as usual I am going to
give a run-down of my experiences at the tournament. Anyone who
follows this blog will know how much work I set myself to get my army
ready for the event, which was unusual in its format – players
fielded 2000 point armies, 500 points of which were an allied force.
I managed to get talked into fielding an Empire army with Ogre
allies, with the Ogres all dressed to match the main army as per my
existing unit fillers. This was a good plan, admittedly. It was just
trying to convert and paint 3 Mournfangs, 2 Ironguts and a Sabretusk
in 2 weeks that was the problem.
In the
end I managed to get the new models finished on the night before the
event (as is traditional), and I was ready to play. I've posted my
army before, but for your convenience here it is again:
|
My Empire in Flames army. Apologies for the flash; the white table was playing havoc with my camera's lighting. |
1500pts:
Empire
Arch
Lector on War Altar with Armour of Destiny, Sword of Might, Shield =
324
Captain
of the Empire on Barded Steed with Battle Standard, Full Plate
Armour, Shield, Talisman of Endurance, Biting Blade = 149
Battle
Wizard (Level 2, Lore of Light) with Dispel Scroll = 125
40
Halberdiers with Full Command = 270
9
Knights with Standard, Musician, Great Weapons = 218
4
Demigryph Knights with Standard, Musician, Lances, Shields = 252
Great
Cannon = 120
TOTAL =
1500
500pt
Allies: Ogre Kingdoms
Bruiser
with Heavy Armour, Charmed Shield, Great Weapon = 125
3
Ironguts = 129
3
Mournfang Cavalry with Heavy Armour, Iron Fists, Standard, Gleaming
Pendant = 225
1
Sabretusk = 21
TOTAL =
500
When I
arrived at the event and got my scorecard, I discovered that I had
been given a 4 out of 10 for composition. This was probably fair
enough, given that for all my list had little shooting and only
moderate magic, it did include 2 units of monstrous cavalry which
could be pretty powerful in a smallish 2000 point game.
As
usual, I will try (and probably fail) to be pretty brief in my
descriptions of my games.
Game
1: Battleline
Nick
Hoen: Tomb Kings with Lizardmen
|
Nick Hoen, who appears to be undressing that iced coffee with his eyes... |
|
Nick's Tomb King and Lizardman army |
Tomb
Kings
Liche
High Priest Level 4 Dispel Scroll
3
Skeleton Chariots
3
Skeleton Chariots
17
Skeleton Archers Standard Bearer Musician
3
Sepulchral Stalkers
4
Necropolis Knights Standard Bearer Musician Entombed
Tomb
Scorpion
Tomb
Scorpion
Hierotitan
Lizardmen
Skink
Chief Dragonbane Gem Javelin Shield Light Armour
12
Skink Skirmishers Javelin/Shields
12
Skink Skirmishers Javelin/Shields
Stegadon
Comp:
6/10
Up first
was a grudge match with the man responsible for me committing to the
mad plan of trying to get those Ogres done in time for the tournament
– the Father of Lies himself, Nick Hoen. Of course, the joke had
been somewhat on him. He had been at my place the previous evening,
frantically trying to paint half his army before the event. It turns
out he had committed to a stupid plan as well. Whereas I was done by
midnight, he was still going at 2am. Of course, this kept me up to.
So maybe the joke was on me after all. Anyway, at some point during
the evening we decided we should grudge each other in the first
round, so here we were.
|
Nick's deployment. The Hierophant is in the Skeleton Archers on the right, and there's a Skink Chieftain in the Skinks toward the left. |
|
My deployment. Note the Sabretusk that was banished off to the right as a potential panic risk once I realised a quarter of my army didn't get my general's leadership or my BSB's reroll... |
|
Nick's Lizardmen were specifically painted up for this event, so they match the Tomb Kings beautifully. |
|
The Hierotitan, who proves too much bling is simply not a thing. As any dedicated pimp or rapper could have told you. |
|
This Stegadon is actually a Stegadon. As opposed to Nick's normal Warsphinx, which is also a Stegadon. Only it lugs Tomb Guard around. On the bright side, it gains 2 Toughness as compensation. But that is irrelevant for this game, as the Warsphinx is not here. |
|
The Cold Ones also have to pull dead things around, but they don't get any compensation. Unless you count impact hits. And immunity to their normal stupidity. Confused yet? |
|
My forces. Note the Ogres hiding behind the Archer detachment. Nobody is shooting their ankles without a penalty for hard cover. Boo yeah. |
|
Doggies to the left of me, doggies to the right... |
|
And here I am, stuck off on the flank by myself. Like a leper. Pity me. |
During
deployment, Nick chose to tunnel with everything he had available –
both Tomb Scorpions, the Sepulchral Stalkers and the Necropolis
Knights. Despite this, I managed to get the +1 for the first turn,
and then promptly lost the roll-off. This was significant given how
much of Nick’s army was not on the table to begin with, as it meant
it could arrive before my second turn. My deployment was pretty
rough, thanks largely to my not having used my allied force before (I
was too busy modelling to play any practice games), and only just
paying proper attention to the allies rules as we were putting stuff
on the table. I had assumed my Ogres could use the Arch Lector’s
leadership, the BSB’s rerolls and the Hatred from the War Altar. It
turns out none of these things were true (Empire and Ogres are
(“Suspicious Allies”), although I could still target them with
spells (including the Arch Lector’s prayers). In the end it was not
that important – at least I found out before the game actually
began. And if I had cared to prepare properly, it would have come as
no surprise at all. Hell, I could have looked at the rules before
making my army…
|
Nick's first turn. |
In
Nick’s turn he didn’t advance a whole lot, shifting things around
a bit and waiting for his reinforcements to arrive. The shooting was
uneventful (2 of my Archer detachment died) and I think the sum total
of the magic ended up with the Hierotitan getting a 5+ ward save. It
was almost like he expected it to get shot…
|
My first turn. |
In my
turn I shot the Hierotitan. I took a few wounds off it with a blast
of Strength 5 Banishment from the War Altar (I think I did 16 hits),
then finished it off with the Cannon. It was not a bad start. I moved
up a lot more than Nick, as you might expect given an army based
around close combat. I actually declared a charge on the Stegadon in
the centre, which had come within 19” of the Mournwolves. Needing
an 11 on the dice, I rolled a 10. So close. It was one of those
things where it was unlikely, but I had little to lose and the game
probably would have been over if I’d made it. The Sabretusk doggy
swung around past the Hippo-sphinx statue-thingy, trying to be
annoying. For their part, the Wolfygryphs showed a pretty casual
disdain for Nick’s army as a whole and lunged across the table.
|
The Sabretusk heads off to annoy someone who is not terrified of his panic-causing potential. |
|
The Cannon crew are nervous. |
|
The Wolfygryphs are less concerned. |
|
They came from behind: The Necropolis Knights appear before moving right up behind the White Wolves. |
In turn
2, everything except the Sepulchral Stalkers appeared from
underground. The Necropolis Knights emerged behind my White Wolf
Knights, then moved right up in their rear so they couldn’t escape.
One Scorpion sat immediately in front of the Wolfygryphs to slow them
down, whilst the other went right behind my Cannon, making no effort
to hide its snippy-snippy intentions. The Skinks to my right entered
the large building, shot one of the Ironguts, and watched the rest
panic, fail to rally, and depart the table. Flee, my pretties! A good
start to the event for them. The other Skink unit turned and scooted
across the table toward my Sabretusk and shot him dead very
convincingly with their nasty poisonous javelins. Boo!
|
The Skinks occupy the building, looking for a better vantage point. |
|
They're on the roof! |
|
The Skinks scamper across and do bad things to my poor doggy. |
In my
turn I was left reacting to Nick’s efforts. The White Wolves did
all they really could do, and turned to face the inevitable charge of
the Necropolis Knights. The Wolfygryphs charged and killed the
Scorpion in front of them, narrowly failing to overrun into the
Stegadon behind. The Mournwolves had also charged that Scorpion in
the flank, and their overrun too fell short of the Skinks nearby
(rolling a 7 when they needed an 8). A couple of slightly better
rolls and the whole flank would have been sorted. My Ogre Bruiser
decided something had to be done about the Skinks in the building, so
charged straight through the wall (Ogres make their own doors) and
killed a couple, most likely with falling bits of masonry courtesy of
his dramatic entrance. It was enough to scare them out of the
building, but they didn’t run very far before rallying. I think my
Cannon tried to shoot a Necropolis Knight and misfired – it
certainly did nothing.
|
The Wolfygryphs and Mournfangs prove a little too much for 1 Scorpion to handle. |
|
But the overruns fall short. |
|
What, is there someone behind us? |
|
Da boss Ogre is in da house! Which means da Skinks are not! Hooray! |
Nick’s
third turn was a doozy, and really ended the game as a contest. The
Necropolis Knights charged the White Wolves and killed 5 of them,
taking basically no harm in return. I managed to hold narrowly,
thanks to the BSB’s calming presence. The Scorpion behind my lines
charged the Cannon, killed it outright, and overran straight into the
flank of my War Altar, which had been moving to counter the
Necropolis Knights. The Scorpion then proceeded to beat the Altar
repeatedly in combat, thanks partly to a series of failed Fear and
Combat Reform tests by the bravest model in my army. Eventually it
was too much for the Arch Lector and he turned his wolfy wagon and
fled, and although he escaped it was the Scorpion’s turn next and
another charge saw the fleeing War Altar destroyed.
|
The Halberdiers pay the price for straying too close to the Chariots. |
|
The tunnellers engage. |
|
The White Wolves brace for the inevitable. |
|
You shall not passss! The Chieftain shows the Mournwolves who's boss. Before running away. |
|
Not a great first round for the Empire Knights. |
|
The Scorpion scythes through the Cannon like it's not even there. Then the Arch Lector claps his hands over his ears and tries to pretend that the Scorpion isn't there either... |
|
That plan doesn't work, so he runs away instead. And gets run down shortly thereafter. |
The
Halberdiers and their Wizard had been a little careless with their
movement, and left Nick’s Chariots a 16” charge, which they made.
The Wizard was duly assassinated (the main point of the charge), and
it took several rounds for the Halberdiers to beat them down, thanks
partly to Desiccation dropping their Strength by 1 for a full turn.
Nearby the Bruiser copped a volley from the Skeletal Archers whilst
the Skinks rallied next to them. This wounded the Ogre, who moved
back out of the building before charging in again when the Skinks
made another appearance. In the end he succumbed as he tried to clear
them out. I think he stepped on a poisoned javelin or something –
couldn’t have been wounded by a Skink in close combat.
|
The Mournwolves and Wolfygryphs get to work on the left flank. |
|
The Stegadon manages to survive this. But runs away and doesn't survive that. |
|
The Halberdiers fight on as the Bruiser watches on from his hiding place behind the building. |
|
The left flank is under control. |
In my
turn the Wolfygryphs charged the flank of the Stegadon (which had put
itself on a funny angle to try a trick shot with its giant bow down
the line). I failed to kill it, but it obligingly broke instead and I
ran it down. The Mournwolves charged the Skink Chieftain who had
moved to block them, but he fled and panicked his fellow Skinks,
allowing the Ogres to redirect into the Chariots, who died very
quickly. That flank was going well. Until…
|
Ta da! |
The
Sepulchral Stalkers arrived and put themselves immediately behind the
Wolfygryphs, where they would be safe. Then they sent fricken laser
beams at my poor Mournwolves, who were completely wiped out. It was
about twice the damage they should have done, but the Wolfygryphs
didn’t know that. They thought the apocalypse had just arrived
behind them and panicked, fleeing through the dying remains of their
larger cousins. This then started a pattern. They rallied the next
turn, lost one of their number to the Super Snakes following them and
panicked again, rallying in my turn in order to get lasered yet again
(Nick was rolling 20 or more hits each time), panicking a final time
before rallying right on the table edge (they failed to make it off
by about 2mm). In some ways they judged it well, but they certainly
didn’t cover themselves in glory.
|
The Wolfygryphs rally after a momentary lapse. |
|
And then they rally again after 2 more momentary lapses. A fraction of an inch from the table edge. |
The
White Wolf Knights resisted the Necropolis Knights for a few rounds,
but in the end they died shortly before the cowardly Arch Lector met
his fate. This opened up a flank charge on the Halberdiers just as
they had finished off the Chariots. The combat was short and ugly,
and they broke and were run down.
By the
end all I had left was the 2 Wolfygryphs standing right on the table
edge, holding each other, waiting for the end to come as the laser
eyes of the Stalkers charged up once more (I assume it’s a bit like
that laser the Death Star is carrying about). Everything else was
dead. Nick had lost both Chariot units, a Scorpion, a Stegadon and a
Hierotitan. It was a shellacking.
Result:
2-18 (1-19 after comp)
In terms
of what I could have done better, I kind of let Nick kill my Wizard
and bog down my Halberdiers. I had been trying to get into a useful
position to threaten the Skeletal Archers and Hierophant once the
Wolfygryphs and Mournwolves had broken through the centre. I was
casual with their placement in terms of the Chariots and paid the
price. On the other side, the destruction of the enemy took longer
than it probably should have thanks to everyone failing to make
moderate overrun rolls. This gave the Stalkers too much time to
appear and roll me into oblivion. Not really my fault there. My
deployment had probably not been the best, and I could have done more
to protect my rear from the tunnelling units. The Bruiser’s
in-and-out experience with the building was probably inefficient, as
I had really pinned my hopes on the Skinks fleeing further when I
broke them the first time, or not rallying. Neither of these things
happened and I was left scrambling to do something about it. Not sure
what I could have done differently there. Maybe the Halberdiers would
have been safer in there, but I wanted them to press toward the enemy
Archers. Ah well.
Game
2: Blood and Glory
Steve
Tuck: Ogre Kingdoms with Skaven
|
Steve Tuck. |
|
Steve's Rhinogre army with Skaven hangers-on. The theme was that the Ogres didn't even realise they were getting help from a pack of sneaky rats. Such is the way of the rat ninja. |
Ogres
Tyrant,
Giantbreaker, Sword of Striking, Trickster's Helm, Iron Fist, Heavy
Armour.
Bruiser,
BSB, Armour of Silvered Steel, Luckstone, Great Weapon, Lookout
Gnoblar.
7
Ironguts, Full Command, Standard of Discipline.
10
Gnoblars.
10
Gnoblars.
8
Leadbelchers, Musician.
Gorger.
Gorger.
Sabretusk.
Sabretusk.
Skaven
Assassin,
Dragonbane Gem.
10
Night Runners, Slings, Warp Grinder.
7
Gutter Runners, Poison, Slings.
6
Gutter Runners, Poison, Slings.
Comp:
5/10?
Well my
first game hadn’t been the best start to the tournament, but that
meant my next game would be against someone else who had a similarly
poor start. That man was Steve Tuck, who had rather bravely entered
an Ogre and Skaven alliance with not a drop of magic in it.
Technically his allied force was not legal as an Assassin can’t
normally lead an army, however the TOs had allowed it given the Clan
Eshin theme of the force. Steve had about a bazillion units, however
the 2 Gorgers started off the table, the Night Runners were busy
tunnelling under it, and the Assassin and his entourage of 2 Gutter
Runner units were “scouting” (read: hiding somewhere in the
shadows). With 5 deployments cut out, he actually managed to get the
+1 for the first turn. Unfortunately he then took a leaf out of my
book by losing the roll-off anyway. It was very generous of him, and
really not what he wanted. My right flank was basically barren. I had
put my Cannon up on the only hill I had, despite a building blocking
a lot of its line of sight. To the right of this, the only thing I
deployed was the Sabretusk. He was tasked with sitting in a location
that made it impossible to scout to my right or rear. He did this
well, but he also did much more. Given I had blocked up the
possibility of going behind my lines, the Gutter Runners scouted in
slightly advanced positions where they could move up and throw lots
of poisoned ninja stars at my Cannon. The Assassin went into the
little house behind them, which was rather foolhardy given what a
Cannon could do to him there. The only one who could foil the devious
plans of the sneaky rats was the Sabretusk, although he had a little
help.
|
Deployment complete. |
|
The Rhinogres deploy heroically behind the hill. |
|
The right flank is populated entirely by sneaky rats |
|
The Assassin remembers belatedly that Cannons do D6 hits to Assassins in buildings. |
Steve’s
other forces deployed very deep, trying to keep away from my nasty
monstrous cavalry. The Gutstar (the Ironguts with the BSB and Tyrant)
went behind the hill, about 10” back from where they could have
deployed. The Leadbelchers were with them, and the rest was chaff in
the form of Sabretusks and Gnoblars.
As I
say, I got the first turn and set about messing up Steve’s plans.
First, the Mournwolves went for an epic (20”, I think) charge at
the nearer, larger unit of Gutter Runners. They took the bait and
stood and shot, managing to get 2 wounds past my armour (outrageous).
Naturally the Mournwolves failed their charge, but this opened the
path for the Sabretusk who could now charge in unmolested. He made
the charge, failed to do anything in the combat in response to the
Gutter Runners also failing to do anything (mad skills all round),
and promptly broke them thanks to the charging bonus. He ran them
down happily, panicking the other unit off towards the table edge.
Not bad for a single doggy. The rest of my lines moved up, and the
War Altar fired off a Banishment, managing to do 10 wounds to the
Leadbelchers. Not bad at all. Their firepower had worried me, but now
it worried me a lot less.
|
The Leadbelchers feel the wrath of the War Altar's Banishment. |
|
The doggy rampant. |
|
Behind the forest are the remaining Gutter Runners, trying to get as far away as possible from the fearsome doggy. |
In his
turn Steve advanced a bit with his Ogres, cresting the hill and
preparing to engage. The Leadbelchers took 2 wounds off the
Wolfygryphs, whilst the enemy Sabretusks moved up to block their
charge and that of the Halberdiers. The fleeing Gutter Runners
managed to rally, whilst the Assassin (who had survived a shot from
the Cannon courtesy of its shot failing to bounce) slunk out the back
door and kept an eye out for rampaging Sabretusks.
|
The Ogres advance tentatively, sending forth their own Sabretusks to try to slow the Empire forces down. |
|
The Sabretusk blocking the Halberdiers. If done correctly, this guy should have been placed right in front of the Wizard, where she couldn't avoid his furry fury. |
|
Go and delay the Wolfygryphs, he says. Worst. Job. Ever. |
In turn
2 I charged and killed Steve’s Sabretusks with the Halberdiers and
Wolfygryphs, but chose not to overrun in order to maintain my lines
(and keep everyone within range of the War Altar, which gave everyone
Hatred and reroll wounds that turn). The Mournwolves declared a
charge at the Gnoblars next to the Gutstar, which Steve didn’t like
– so they fled and failed to rally, heading off the table. The
Mournwolves managed to redirect their charge, heading for the
Gnoblars near where the remaining Gutter Runners had rallied, toward
the centre of Steve’s back lines. They wiped out the poor Gnoblars
(only 1 survived the impact hits), and this panicked the Gutter
Runners again, who left the table. My Sabretusk went around the house
on the right, looking for the Assassin.
|
The Ogres are getting surrounded very quickly. |
|
Bustin' out: The Wolfygryphs looked too tough. The Halberdiers seemed much easier. |
|
Meanwhile the Skaven support crew arrive, doing their best to block my entire army from responding. |
|
Some hungry reinforcements arrive behind my lines. Gorgers! |
In
Steve’s turn he pondered what to do, but charging the Wolfygryphs
with rerolled hits, wounds and Speed of Light on them seemed like a
really, really bad idea. Instead both units of Ogres headed for the
Halberdiers, and made the distance. I decided to hold, figuring I was
a reasonable chance to be steadfast (which would have left the
Ironguts at my mercy). Unfortunately the Ironguts rolled a 10 or more
for the charge, giving themselves extra impact hits. I think I lost
10 models to gut charges alone, and the damage overall was rather
catastrophic. For my part, I did 14 wounds. Most of those went to the
Leadbelchers, who lost 3 models, but an Irongut champion also fell.
The ogres then cut down another 15 models, including my Wizard. It
was enough to cancel my Steadfast, and it meant I lost combat by 16
or so. The Halberdiers fled, but managed to escape both Ogre units
with only a moderate roll. They were lucky. The War Altar was in the
way of the pursuit of the Ironguts, so it received the charge.
|
The survivors of the Great Gut Charge head for relative safety. |
|
The Arch Lector braces for impact as the Gutstar carries on. |
Whilst
all of this was going on, Steve was trying to ensure I couldn’t
just fold his lines the next turn. The Night Runners emerged from the
ground and managed to block the advances of my Wolfygryphs, Bruiser,
Ironguts and Mournwolves (who had reformed to face the Ogres after
the destruction of the Gnoblars). Not bad for a single unit with its
weapon team. Over on my right, the Assassin turned on my Sabretusk
and rather accurately hurled a throwing star into his face, wounding
him with poison. Poor doggy.
In my
turn I set about responding to the Ogre charge. The White Wolves
swung around and flanked the Ironguts as they arrived to fight the
War Altar. All round the combat was rather inept. The Arch Lector and
Tyrant faced off in a challenge, but little was achieved. The Ogre
impact hits all rolled 1s in contrast to what they had done to the
Halberdiers, and the White Wolves (even with Hatred) only managed to
cut down a single Irongut. I barely won combat. However, it was
enough as Steve seemed to want to roll 11s for his re-rollable break
test. They didn’t run far and were cut down by my units, and the
demise of the Tyrant, BSB and unit standard meant I had broken the
army for Blood and Glory. However, in this tournament the game
continued and I simply gained 1000 extra victory points for my
efforts.
|
The White Wolves flank the Gutstar and help run them down as they break. |
|
There are not that many Ogres left. 2 Leadbelchers, and then a Gorger and an Assassin who are out of picture. |
|
The Cannon claimed one of the Gorgers and wounded the remaining one. |
Of
course, there were not much left after this event. The Night Runners
and their Warp Grinder died very convincingly in the same phase. One
of the Gorgers caught a cannonball and died, and only my rolling a 1
for the number of wounds kept his friend alive – they had been
lined up so perfectly! The Leadbelchers tried to panic the rallied
Halberdiers, but could only manage to kill 2 men – not enough for a
test. They were then charged and hacked down by the Wolfygryphs over
a couple of rounds of combat.
Steve
fought on however, and the Gorger started trying to charge everything
in sight, intent on putting his Killing Blow to good use. My Knights
(in particular my BSB) didn’t like the idea and fled, followed
shortly by the Arch Lector on his War Altar as the Gorger redirected.
This resulted in the Ogre Bruiser panicking as well, and suddenly the
whole centre of my lines looked like it was a failed rally away from
leaving the field. Thankfully the BSB rallied and managed to turn
everyone else around as well, and eventually the Wolfygryphs got
around to dealing with the Gorger once the Leadbelchers were gone.
|
My courageous Arch Lector leads by example and flees from the hungry Gorger. |
|
He is joined in his retreat by the White Wolves and the Ogre Bruiser. Thankfully they all rallied... |
All that
left was the lone Skaven Assassin. After wounding the Sabretusk with
his throwing stars, he chased it around the house as it fled back
toward my Cannon. Another star brought down the poor doggy (another 6
to hit), and suddenly there was nothing between him and the Cannon.
For 2 turns Steve managed to fend off my Banishment attempts from the
War Altar (each time with fewer dice than I rolled to cast) and
eventually charged the Cannon, cutting down the crew in a single
turn. He turned, triumphant, just as the War Altar charged up for
another shot. This time the spell got through, and the blast of
energy engulfed the Assassin… doing only a single wound. The sneaky
rat cackled, capered about, and disappeared into the shadows as the
game ended.
Result:
20-0 (19.5-0.5 after comp)
In all,
that game went pretty well. The Halberdiers were a bit of a hiccup
and I was lucky not to have to hand over points for them, but by that
point things already felt well under control. The Night Runners’
timely arrival did slow me down and prevent me responding to
Gutstar’s charges the way I would have liked, but I had just enough
tough units to counter the Tyrant and his mates, and once they were
gone the game was over. I could probably have played a more
chanceless version of the game by advancing more slowly and timing
things around my magical supremacy, but I had a far larger number of
capable units than Steve and it meant I had an advantage right from
the start. And I had a Sabretusk. What more could you need?
Game
3: Battleline
Andrew
Bradfield: Empire with Lizardmen
|
Andrew Bradfield. I must have been sitting down for this shot, given he seems to be towering over the camera and I don't remember him being quite so intimidatingly tall... |
|
Andrew's Empire and Lizardman army, minus the lizardman part. I guess he hid them for the beauty pageant as they were borrowed. |
Empire
Captain
of the Empire on Barded Warhorse with Full Plate Armour, Shield,
Biting Blade
Battle
Wizard (Level 2, Lore of Light) with Dispel Scroll
Captain
of the Empire (Battle Standard Bearer) on Barded Warhorse with Full
Plate Armour, Shield, Warrior Bane, Talisman of Preservation
10
Inner Circle Knights with Lances, Shields, Full Command
32
Spearmen with Light Armour, Shields, Full Command
Detachment:
10 Swordsmen
Detachment:
10 Swordsmen
3
Demigryph Knights with Lances, Shields, Musician
3
Demigryph Knights with Lances, Shields
Great
Cannon
Lizardmen
Saurus
Scar-Veteran with Great Weapon; Light Armour; Shield, Opal Amulet,
Venom of the Firefly Frog
18
Saurus Warriors with Hand Weapons; Shields, Full Command
10
Skink Skirmishers with Blowpipes
1
Salamander Hunting Pack
Comp:
5/10?
So after
my second game I was back on a level keel and in the middle of the
pack. My next opponent was Andrew Bradfield, who was the only other
Empire player at the event. He may also have been the only other
player with 2 units of monstrous cavalry. I managed to get the first
turn in the game, which is always pleasing when there are 2 Cannons
facing off with each other. My enthusiasm was tempered somewhat when
my Cannon blew up with the first shot of the game. Ah well, I would
need a new plan. My Sabretusk was heading that way anyway, around the
enemy’s flank. That would have to do. The Bruiser ran along behind,
whilst the Ironguts and Mourwolves advanced straight toward the enemy
Demigryphs and Knights. On the other flank the Wolfygryphs moved well
forward, daring the Saurus to charge them. The White Wolves swung
around behind, with the War Altar nearby and the Halberdiers a bit
further back. The War Altar cast Banishment at the Saurus to try to
soften them up before the engagement with the Wolfygryphs, but
managed only 2 hits and no wounds. Impressive.
|
By the time I remembered to take a photo, my Cannon had already blown itself up. |
|
Turn 1, partway into Andrew's turn. |
|
My brave Ironguts commence their flight. |
|
The Saurus think they can take the Wolfygryphs? Really? |
Andrew’s
Saurus saw no option but to charge straight into the Wolfygryphs, and
they would receive no immediate support from the Demigryphs because
there were Skinks in the way. The main Spearman block advanced a
little, as did the Knights next to them. The Demigryphs on the hill
decided to ignore the rest of my units and charged the Ironguts, who
turned and fled, with one of them tripping and drowning a little in
the small swampy puddle. The Demigryphs barely moved with their
failed charge, which meant my Sabretusk’s path to the Cannon was
blocked. But that was OK, because Andrew’s Cannon also misfired,
and would miss another turn (yay, blackpowder! Totally reliable). In
combat the Saurus realised they may have made a mistake in charging
when the Wolfygryphs tore the face off the Saurus Scar Veteran as
well as a handful of his friends, without even rolling very well.
Unfortunately the Saurus were Steadfast, so didn’t run off straight
away.
In my
turn 2 the Ogre Bruiser decided to try his luck with the flank of the
Demigryphs. They thought this was a terrible idea and fled across in
front of the lines. Unfortunately for them, it meant the War Altar
could see them and declared a charge as well. This sent them back
toward the Bruiser, and they ended up so close that he couldn’t
fail to make the distance. They were gone. The Sabretusk moved
further up and got ready to charge the helpless Cannon. The
Mournwolves found that they only needed an 8 to charge the front of
Andrew’s key unit of Knights, but they managed to stuff this up and
exposed themselves to a counter-charge. The Ironguts failed to rally
again and kept heading for my table edge.
On the
other flank the Wizard tried her luck at Banishment, cast it with
irresistible force, lost both her levels and killed 4 whole Skinks
for her efforts. Dazzling. The Wolfygryphs mauled the Saurus enough
that they lost their Steadfast, and they duly broke and were run
down. The unit of Skinks was in the way of my pursuit, and it was
determined that I was in the flank. Not ideal, but I went in anyway –
exposing my flank to Andrew’s Demigryphs, but so close that they
couldn’t all wheel into contact.
|
The epic duel between Wolfygryph and Demigryph begins. |
In
Andrew’s turn 2 the Demigryphs did indeed charge the flank of the
Wolfygryphs and managed to kill one, but the mauling of the Skinks
meant that I won combat by 4. Unfortunately the Demigryphs laughed in
the faces of danger and probability and held their ground, although
the sole remaining Skink had the decency/common sense to flee off the
table. The Wolfygryphs reformed to face them and hoped they could
roll better in a mirror-match. There was a Salamander slinking around
my left flank, trying to breathe on my troops. In the first turn it
had failed to make a shot on the Halberdiers, but this turn it did
much better. Firing down the line of the White Wolf Knights, it
managed to hit all 10 models and killed half of them. They didn’t
panic, but the unit was crippled with a single blow.
On my
right flank, Andrew’s Inner Circle Knights charged the Mournwolves
as they sat about blaming each other for their miserable efforts the
previous turn. They decided to flee, and headed for safety. As it
turned out the Knights rolled pretty poorly anyway, and probably
wouldn’t have made it. Ah well, I wasn’t to know that Andrew
rolled about as well as I do (although he did warn me beforehand –
I figured it was just talk)…
|
The Ogre Bruiser claims the fleeing Demigryphs for his lunch (in this picture they have already been eaten). It's possible this actually happened in turn 3 - I'm not entirely certain. It doesn't really matter. |
In my
turn 3 the White Wolves decided that a) there was no way I would roll
well enough for my Wolfygryphs to beat Andrew’s Demigryphs in a
straight fight and b) the Salamander was a fire-breathing miniature
Dragon of terror, and so they headed into the Demigryphs to try to
swing things in my favour. Next to them, the War Altar ploughed into
the waiting Spearmen and was then flanked by the Swordsmen
detachment. It was Operation Hold Everyone Up and Be Somewhere Useful
For Your Prayers (bit of a mouthful but the acronym isn’t much
better). To my relief the Mournwolves and Ironguts both rallied, and
the Sabretusk charged the Cannon and started to chow down on the
crew, although the one survivor managed to land a wound in return.
|
The Arch Lector goes it alone, winning the combat on the charge and getting well and truly bogged in the process. |
|
The Sabretusk and Cannon crewmen have at each other. |
|
The cowardly Ogres rally near my table edge. |
My White
Wolves were right to be sceptical about my ability to win the
Demigryph fight. Even with the War Altar’s Hatred and rerolls to
wound on the White Wolves and BSB, I barely managed to win the combat
and the enemy held. The War Altar did better and won his combat
thanks to his rerolls and impact hits, but the enemy were Steadfast
next to the BSB, and were not going anywhere.
|
The White Wolf Knights try to rescue my Wolfygryphs, and just succeed in getting bogged as well. |
|
Throughout the central combats, Andrew's Wizard was trying to swing things in his favour by casting Timewarp. One time he actually managed to cast it and we both forgot until it was too late to do much about it. Generally though, Andrew was busy declaring he would cast the boosted version of the spell and then rolling stuff like this. Well played, sir. We who cannot roll salute you! |
Andrew’s
turn saw no charges, but a number of things moved into position. His
BSB left the Knights and moved around behind the Spearmen, ready to
support the remaining Detachment in a rescue mission for the
Demigryphs. The Knights continued to eye off my Mournwolves, although
I don’t know what they were worried about – the guys were inept.
The Salamander tried again to set fire to my Halberdiers, but ate 2
Skink handlers instead.
In the
ongoing combats, the Demigryphs continued to maul my Wolfygryphs and
to hold their ground. I was really getting nowhere fast. The War
Altar was wounded repeatedly by the Spearmen and Swordsmen over the
first couple of rounds of combat, and was down to 1 wound by now.
After failing all 4 of my ward saves up until this point, I would
pass almost as many for the rest of the game, each one to preserve my
last wound. Way to make a drama out of average rolling. The Arch
Lector cut down a couple of Spearmen and held due to his Stubborn.
The Sabretusk finished off the Cannon and looked hungrily for more
victims.
|
The Salamander and Archers would soon be engaged in a bloody combat in which there could be no winner. |
It was
my turn 4, and I came up with a grand and cunning plan to carry the
day. The Sabretusk charged down the hill into the rear of the enemy
BSB. The Halberdiers flanked the Swordsman detachment fighting the
War Altar, and the Mournwolves declared a charge on their rear. Only
they needed to roll a 7, which was well beyond them. Idiots. Now they
were going to get charged by the Knights again. Grinding his teeth in
frustration, the Bruiser stepped across and blocked the path of
Andrew’s Knights, muttering something about the Mournwolves not
being worth the effort. The Ironguts moved up too, also looking
toward the Knights. On the other side, the Archers moved to block the
Salamander and assumed a 3x2 formation. This resulted in a charge
from the Salamander, and a combat that saw half the Archers die and
the Salamander dropped to a single wound (clubbed almost to death
with bows in close combat), with the fight still raging at the end of
the game.
|
The grind continues. I have very few Wolfygryphs left... |
The
central combat was key to my grand plan. Even without the
Mournwolves, it could still work. The Halberdiers slammed into the
flank of the Swordsmen and cut down half of them, whilst the Arch
Lector continued to lay about himself with his Sword of Might. I won
combat comfortably, and the arrival of the deep block of Halberdiers
meant the Steadfast of the Spearmen was lost. The detachment broke
and ran, being run down by the Halberdiers. The Spearmen failed their
break test and the Arch Lector prepared to pursue into the flank of
the enemy BSB, when that same battle standard gave the Spearmen a
reroll. And they rolled the double 1s they needed, and held. In
effect the BSB had saved himself. This meant my doggy was trying to
chew on the BSB all by himself. With a rear charge down a hill this
might have been possible, but thanks to the wound inflicted upon him
by the stubborn Cannon crewman earlier, the BSB was able to cut him
down before he could land a bite. Alas, poor doggy. It was a good
plan.
|
The Halberdiers deal with the Swordsman detachment, but the Spearmen refuse to budge. |
All of
this meant that the Demigryph combat continued as before, and I kept
taking more wounds than I could inflict. I was down to a single
Wolfygryph. It was vexatious (if you look up that word, you will find
that it describes the situation where you have the same unit as your
opponent, with another unit helping, and 2 standards to his none, and
cannot make any progress)…
|
Andrew attempts to rescue his own Demigryphs with a flank charge on the White Wolves. |
In
Andrew’s turn 4 the rescue party arrived. Fresh from his glorious
beating down of the rampant Sabretusk, the BSB charged into the flank
of the White Wolves, aided by the Wizard and his entourage of
Swordsmen. My BSB had to issue a challenge to step across and ensure
nothing bad happened. I still lost the combat, and my remaining
Wolfygryph (the banner bearer) promptly fled and died defending his
standard against the pursuit that didn’t happen because the White
Wolves were held in place by the presence of my BSB. Grrr. The Arch
Lector was back to fighting Spearmen all by himself because the
Halberdiers were stuck behind him, but at least he held as well (and
kept passing that last ward save).
The
Knights decided to charge the Ogre Bruiser right in front of them and
wounded him, and although he struck down a Knight in return, he fled.
The Knights considered giving chase, but it would have meant a flank
charge from the Ironguts, and they thought better of it.
In my
turn 5 the Mournwolves finally managed to make a charge, justifying
the near-sacrifice of my Bruiser. They hit the flank of the Spearmen
and did terrible things to them. The Spearmen broke and fled,
escaping the pursuit of both the War Altar and Mournwolves. The BSB
was not so fortunate, as the huge wolves arrived in his rear and
snarled impotently as he was already in a challenge. The growling was
apparently enough, and the BSB fled and died. The Demigryphs also
finally gave up and ran straight off the table. The Swordsman
detachment fought on, but the White Wolves turned to face them and
cut them down with help later from the Mournwolves. The Ironguts
tried to emulate this display and failed miserably, charging the
Knights and getting cut down for their efforts, taking only a couple
with them. The Bruiser rallied and watched sadly as his incompetent
minions fell nearby.
|
The Mournwolves prove they can in fact make a charge, they just weren't trying until now. |
The
closing stages of the game saw the War Altar chase the fleeing
remnant of the Spearmen off the table, the Swordsmen cut down by the
White Wolves and Mournwolves, the Archers and Salamander continuing
their stalemate, and finally Andrew’s Inner Circle Knights managing
to corner and cut down my impotent level 0 Wizard as she tried to
avoid combat. At the end Andrew had the Salamander, Knights and his
general remaining, whilst I had lost the Demigryphs, Wizard,
Sabretusk, Cannon and Ironguts. It was a solid win.
Result:
17-3 (16.5-3.5 after comp)
All in
all, this game went reasonably well. I shouldn't have fed the
Ironguts to the Knights, but I wanted a decent crack at them with
something, and I figured a good gut charge roll or a failed fear test
(the BSB was far away) would have swung it for me. Never mind, in the
end the Mournwolves were the decisive factor when they finally made a
charge. It was a real relief when the dice settled and they'd
actually made it for a change, I can tell you. Next time they might
want to not leave it so late...
So after
3 games I was sitting on 37 points which wasn't too bad, especially
after the poor start to the day. I was probably in about 7th
or 8th position, and a big win away from playing some of
the leaders. We would see what the morrow would bring.
You can read about Day 2 here.
The detail and effort you put into these battle reports is greatly appreciated.
ReplyDelete