This is a continuation of my account of Convic 2013. If you want to read about Day 1, you will find it here.
So after
Day 1 my army was going along pretty nicely with 2 wins and a loss. I
would be hoping for something similar on Day 2.
Game 4:
Dawn Attack
Nick
Gentile, Short Shorts/High Elves
Nick Gentile. The Short Shorts are not really his army, but they're definitely some form of weapon and/or assault on the senses... Sadly the spiffy jacket was missing in this photo. |
Noble
(Battle Standard) with Reaver Bow, Potion Of Strength
15
Archers with Musician
15
Archers with Musician, Standard
5 Silver
Helms with Musician, Standard, Shields
5 Silver
Helms with Musician, Standard, Shields
5 Dragon
Princes of Caledor with Musician
5 Dragon
Princes of Caledor with Musician
15 White
Lions of Chrace with Musician
15 White
Lions of Chrace with Musician, Standard
15 White
Lions of Chrace with Musician
5 Shadow
Warriors
Eagle
Claw Bolt Thrower
Eagle
Claw Bolt Thrower
Eagle
Claw Bolt Thrower
Eagle
Claw Bolt Thrower
Great
Eagle
Great
Eagle
Ah, Mr
Gentile. Could there be a more exciting way to start the day? As the
resident excited man on the Dwellers Below, he had also arrived
dressed to impress in a fancy jacket and short shorts, in a bid to
win the Sexiest General title. Apparently he lacked follow-through
however, and didn't get the gong. It has been well documented
elsewhere who took the title, but I can't bring myself to repeat it
here.
I
confess, Glorious Birdie died a little inside at the sight of 4
Repeater Bolt Throwers, the Reaver Bow with Potion of Strength and 35
archer shots in the enemy army. He was displeased. But that would
only make him more fearsome in the battle to come. Here was an army
that Bloodroar would actually work against (maybe)...
Nick's deployment. No, he didn't stand like that all game. It was mainly a pre-game intimidation thing. |
My Empire deployment |
The
scenario was Dawn Attack, which meant neither of us had complete
control over our deployment. Having said that, I have never seen
anyone roll as many 3-5s (centre zone) as Nick did, so his army was
rather stacked in the middle of the line. My rolling was similar,
although my line ended up slightly stacked to the left of centre. I
got the first turn (which seemed to be a recurring theme, partly due
to my pathetic number of drops during deployment) and moved forward
aggressively. The Demigryphs lagged behind a bit because they tried
to charge some brave Shadow Warriors who had scouted to well within
their range, but they rolled abysmally and didn't come close. Pity.
Those Shadow Warriors then spent the rest of the game in an epic duel
of insignificant proportions against my detachment of 5 Archers, who
fired the first shot and managed to somehow score a wound on 7+ to
hit. The 2 units danced around each other and waved their bows in a
quasi-menacing fashion, killing a model now and again and stubbornly
refusing to panic or charge.
The Empire advance. Actually this looks like just after the start of Nick's turn, as those Shadow Warriors on the left started behind the forest. |
My other
units made better progress than the Demigryphs by virtue of not
trying to charge something in the first turn. The Glorious Birdie
made use of the building in the centre as hard cover and scored Pha's
Protection as a bonus to ensure no enemies at all bothered trying to
shoot him. The Steam Tank tried to shoot a Bolt Thrower, as it was in
a position where I could have forced maybe 5 panic tests without the
general or BSB being in range. Tragically the shot failed to bounce.
It did it again the next turn. Eventually the Steam Tank cut its
losses and ran over an Eagle instead. The cannon was a waste of time.
The High Elves respond. See, he sat down eventually. |
Nick
responded to my turn by blocking the advance of my Knights with some
Silver Helms, whilst the other unit shot around to my right.
Unfortunately for them they didn't go far enough. The Flagellants
spotted a flank charge needing only a moderate roll, got it, and did
bad things to the fancy Elf cavalry. The musician survived to flee
the table. I had managed to cast Net of Amyntok on the Archmage's
unit, however with the BSB sculling a Potion of Strength that turn
(to power his preposterous bow), he passed every Strength test with
ease. Ah well, it was a good plan. The mega-powered bow and the Bolt
Throwers combined to do a few wounds to the Steam Tank in that first
turn, but found other targets later. A Comet of Cassandora appeared
between my Knights and Demigryphs and crashed down at the first
opportunity. Fortunately the armour on my units largely preserved me,
although I think I lost a Demigryph.
Flagellants to the flank. Not ideal for your health, no matter who you are. |
Hey, at least there was a survivor... |
Combo charge! |
After the overruns. The Birdie feels a little exposed... |
In my
second turn I charged the Silver Helms in front of my Knights with
everything that could reach. The Demigryphs swept around next to the
Knights whilst the Glorious Birdie arrived in their flank.
Unfortunately Nick made a mockery of the dangerous Terror test
(passed on all 3 dice combined), so I didn't get to make lots of
devious redirected charges as I had hoped. The Silver Helms were
demolished as you would expect, especially with boosted Speed of
Light affecting all my units. The Demigryphs managed to overrun into
the leftmost unit of White Lions, whilst the Knights went into a
waiting unit of Dragon Princes. The Glorious Birdie did his best to
look inconspicuous, unengaged and unprotected as he was in front of
the whole line of Bolt Throwers.
The counter-charge. It went poorly for my BSB in particular. |
Nick
responded to my Knights' overrun by charging them in the flank with a
unit of White Lions. Whilst their kindred next door were getting
spanked by the Demigryphs, these White Lions fared far better. Even
with WS10 to protect him, 5 attacks were enough to bring down my BSB
which was not good. Several Knights dropped as well, and I didn't
even manage to wipe out the Dragon Princes because Nick had the
temerity to pass 4 out of 5 6+ ward saves against my lances. I still
won the combat that round (I think) but nobody fled.
We fight on! But where did all our friends go? |
The epic duel continues on the left flank. |
My
Demigryphs thrashed their opponents in the first round of combat, but
then had trouble finishing them off. It took them 3 rounds of combat
to mop up the last model before they could finally reform to face the
enemy artillery off the hill. Behind them the Glorious Birdie
heroically survived a wave of fire from the Elf war machines,
although he was looking a little the worse for wear. His Ironcurse
Icon actually helped, which was awesome. Nick's rolling also helped
here... With his new-found lease of life the Birdie found an enemy
Eagle that had strayed too close (presumptuously assuming that I'd be
dead, I guess) and dealt with it handily. This put him behind a hill,
but it was not enough to save him from the wrath of the Archmage who
zapped him with lightning and left the rider on foot (and represented
by a spare Flagellant again. Oh, the indignity. One can only assume
he was reduced to such a state in his grief over the unseemly demise
of his magnificent mount, delicious as the scent of smouldering
chicken probably was).
My
Flagellants swept on after dealing with the Silver Helms and managed
to wheel around and charge one of the Bolt Throwers, right next to
the flank of an Archer unit. It was all looking excellent. They would
be right in the heart of the enemy army. Then they failed to make the
3” overrun. Fell 1” short. You do the math. It was lame. Oh well,
the Archers were not going to get away...
Gah! No! Stupid dice! |
The
Knights' combat became a grind-fest that my unit was ill-equipped to
win, and in the end another unit of Dragon Princes charged in to
replace the unit that I eventually cut down. With the White Lions
still cutting away at the flank and my numbers dwindling my unit lost
combat by 2 and broke, getting run down in the process.
Rather
unfortunately, this was the last thing that happened. We had run out
of time and the game ended. I have no idea what happened to the time,
but somehow we had only gotten through 3 turns. We were both a bit
shocked, and it was bad timing for my army. My Flagellants had missed
their chance at the enemy backline, as had the Demigryphs, and I had
just lost my most expensive unit. Ah well, these things happen I
guess.
We stopped at this point. The Dragon Princes and White Lions were actually neat the building after their pursuit rolls. |
In the
end I was up by a colossal 35 victory points or something comical
like that. We assumed that made it a draw, until we realised that for
some reason the scoring system only allowed a draw if you were on
exactly the same number of points. Odd. Anyway, it meant I counted as
“winning” that one...
Result:
11-9
Game
5: Meeting Engagement
Adrian
Stakula, Ogre Kingdoms
Staks put more effort into trying to woo the "sexiest general" judge than he did into beating me. Which just makes this game even sadder, really. |
Tyrant
on Arabyan Carpet with Dragonbane Gem, Armour of Silvered Steel,
Great Weapon
Bruiser
(Battle Standard) with Lookout Gnoblar, Great Weapon, Heavy Armour,
Dragonhide Banner
Bruiser
with Wallcrusher, Opal Amulet, Great Weapon, Heavy Armour
Firebelly
with Grut's Sickle, Great Weapon
4
Ironguts, with Full Command, Standard of Discipline
4
Ironguts, with Full Command, Lookout Gnoblar
4
Ironguts with Full Command
5 Ogres
5 Ogres
4
Leadbelchers with Musician
Gorger
Gorger
Sabretusk
Sabretusk
Sabretusk
Ironblaster
Staks
had a bet at the Masters last year with Dave Duriesmith. The
conditions of this bet had been that if Staks failed to actually win
the Masters (a scenario unthinkable to Mr Stakula, who is severely
lacking in things like modesty and common sense), he would enter a
tournament this year with an army of Dave's making. Shocking as it
must have been to Staks, he did not in fact win this bet. As a
result, he had found himself entering Convic with this list. You
might think it odd that the key characters in this list have no ward
saves. Rest assured that if Staks had been making the army, this
would not have been the case. Nor would you see that in a list Dave
was making for himself...
Anyway,
this is an army that mine should be able to handle. The characters
are vulnerable, the units are small and the magic is almost
non-existent. Leave it to me to make a simple proposition look harder
than it really is. Especially where Staks is involved. It's been a
long time since a tournament game against him went according to plan.
Most of the Ogres hide near the table edge, with only the intrepid Sabretusks venturing further forward. |
My deployment, which was more aggressive but slightly messed up by needing to wait for the BSB once he'd finished his nap. Or whatever he was off doing. |
The guys who didn't bother to join us for the start of the game. |
The
scenario was Meeting Engagement, and I won the roll-off to choose
corners and deploy first. My BSB and Steam Tank started the game off
the table, which meant the Tank would be wasting an entire turn just
appearing on the edge (after the compulsory moves phase). Ah well. I
did the usual thing of stacking fairly heavily toward the shallow end
of my deployment zone to ensure I wouldn't leave the BSB behind when
he arrived, but I did put the Demigryphs to the left of the building
in the centre. Staks deployed far deeper, with only a couple of
Sabretusks going anywhere near the front of his zone. He lost his
flying Tyrant, Leadbelchers and a unit of Ogres as late arrivals, and
had 2 Gorgers who would be biding their time already.
Staks
failed to roll a 6 to seize the first turn, so I went first yet
again. I decided that the Sabretusks up front were going to be
exceptionally annoying, so figured I could clean them both off with a
charge from the Demigryphs. One died and the other panicked as
expected, and when he hit his table edge he panicked off a nearby
unit of Ogres to boot. Not a bad effort for a single Sabretusk. It
was a good start. I moved the rest of my line up a bit, although I
managed to kill 3 of my Knights moving through the forest on the
right. Good stuff. The Glorious Birdie moved up aggressively past the
building to threaten a number of charges.
Staks
opened by declaring a charge on the Glorious Birdie with a unit of
Ironguts, who agonised for a while before deciding he needed to flee.
The Ironguts managed to redirect onto the Demigryphs, going in
alongside what passed for a “Gutstar” in Staks' list (the 3
non-flying characters were all stacked into another unit of
Ironguts). I had decided to hold, as I had cast Birona's Timewarp on
the Demigryphs the previous turn, so they were primed to do some
serious damage. It was the aggressive play – I could have fled
instead, but the BSB was a bit far away to help on the rally test
and I didn't trust myself.
The Demigryphs are too busy doing the Timewarp again to bother fleeing as most of Staks' army charges them. |
The
combat was pretty brutal. Staks got lucky and killed a Demigryph
outright with impact hits (yay, armour saves), which greatly reduced
the damage I was looking at inflicting. I still killed the Champion
from the Gutstar and 3 of the Ironguts from the smaller unit, and
despite losing another model to great weapon attacks, I won combat by
2. Both units held (the Gutstar was admittedly steadfast), and I was
bogged with only 2 Demigryphs remaining and time running out. Nobody
would be there to rescue them that turn.
Well that hurt, but we're theoretically winning this fight. For now... |
The rest
of Staks' line moved up cautiously and the Ironblaster lined up the
retreating form of the Glorious Birdie, but managed only a single
wound on the beast and nothing on the rider. That was nice of him.
A glorious retreat: My general retires to the relative safety of his lines, but cops a glancing cannonball to the backside for his efforts. |
In my
second turn the Steam Tank moved to shoot the Ironblaster, misfired,
and proceeded to his all of its steam points away for the rest of the
game. Seriously, it never moved again. I even wounded myself once
with the 2D6 Strength 2 hit misfire result once (it doesn't ignore
armour) because I am a real pro and do these things properly. What an
awesome piece of gear this Tank was proving to be.
The
remaining Sabretusk had moved up to block the advance of my
Flagellants and Knights, and got itself put down by the Flagellants
for its trouble. It meant they had to overrun, although it was only a
moderate roll that put them past the building. They could handle the
Ogre units facing them. It would be fine. The Knights basically
reformed and the BSB caught up to them as the Birdie rallied behind
them. My lines were regrouping.
I needed
a big magic phase to ensure the Demigryphs could survive. I also
wanted to hit the Tyrant with Searing Doom, because it seems both
Staks and I had completely forgotten that the guy had the Dragonbane
Gem and would shrug it off. Either that, or the list Staks was using
on the day is different from the one above, that I lifted from
WargamerAU. Or maybe Staks was being exceedingly shifty by looking
all worried as I contemplated it. I even tried a boosted version
later and rolled too poorly on 6 dice to cast it.
Anyway,
I rolled a useless magic phase and only had enough power for 1 spell.
I cast Birona's Timewarp again rather than Speed of Light. It was the
more aggressive choice, as it offered them no protection but ensured
they would do maximum damage before they went. This translated to 3
dead Ironguts in total (including the remaining model from the
smaller unit). Unfortunately Staks rolled many wounds with the
combined great weapon attacks from his characters and this proved
fatal for the remaining Demigryphs. That was not good. The surviving
unit of Ogres reformed to face the flank of my overrunning
Flagellants. That was very not good.
The Demigryphs, they are gone. Alas. They fought pretty well, really. |
In
Staks' turn, the Glorious Birdie got blown away by the Ironblaster. I
think the rider was wounded, but survived and fled into my Swordsmen
nearby. The crippled Gutstar charged the Flagellants and, combined
with the efforts of the Tyrant, wiped them out in a single round.
The end is nigh, brother! Turns out they were quite right... |
The game
was in danger of slipping away from me, but I had a response. The
Knights declared a charge on the Gutstar, intending to overrun into
the Tyrant. It should have been enough, especially with hatred and
Luthor Huss using his Chosen of Sigmar rule. Unfortunately I rolled
poorly, and this combined with the whole “all my models are
characters and your attacks will be wasted” Ogre gambit and a good
break roll from Staks saw me fail to break through the line despite
killing one of the Bruisers.
The Knights charge in a move that should really have salvaged the game. |
After the round of combat things were looking pretty grim. |
From
this point things were really downhill. The Knights fought on for a
very long time, with my horses finishing off 2 Ogres in challenges
and spells like Speed of Light reinforcing the ever-decreasing line
of humans as more Ogres including the Tyrant piled into the flanks.
The Firebelly and the last Irongut perished, but in the end I lost
the unit completely.
Surrounded: The Ogre army closes in. |
My Swordsmen try to back away, but are pinned in place by a Gorger to the rear as the Ogres approach. |
This
left me with both Wizards and my General hiding in the Swordsman
regiment whilst Gorgers and Ogres circled them. My safety in numbers
(feeble though this was) was negated when the Wizard Lord blew
himself and many of his neighbours apart with a miscast, and the
unit's fate was sealed. The General fell to a Gorger who had been
reduced to 1 wound, and the remaining Wizard was run down as the unit
shattered under the charge of the Ogre unit in their front. It was a
disappointing end to a disappointing game. The complete failure of my
Steam Tank combined with a series of events had prevented me from
recovering after my aggressive use of the Demigyphs and I had been
unable to capitalise on Staks' army's weaknesses in any meaningful
way.
Result:
2-18
Game
6: Battleline
Jonathon
Walker, Beastmen
Beastlord
with Great Weapon, protective gear
Great
Bray Shaman (Level 4, Lore of Beasts) with Jagged Dagger
Bray
Shaman (Level 1, Lore of Shadow) with Dispel Scroll
Bray
Shaman (Level 1, Lore of Shadow) with Chalice of Dark Rain?
Wargor
(Battle Standard) with Beast Banner, Great Weapon
Wargor
with Great Weapon
40 Gor
with Full Command
25
Bestigor with Banner of Swiftness
Tuskgor
Chariot
Tuskgor
Chariot
Tuskgor
Chariot
Razorgor
Chariot
8 Ungor
Raiders
5
Harpies
5
Harpies
Once
again, I'm sorry for the vagueness with the list. In particular the
characters. I know there were magic items in there that didn't really
come into play, so by now (some 2 weeks later) they completely escape
me. Pretty sure someone had the Gnarled Hide, and someone else had
Uncanny Senses. Things like that. Ah well. As I say, most of these
things played no part in the game, so I guess they're not important
anyway.
The 2 armies deploy. Jonathon has a unit of Ungor with a Shaman behind the forest on the left - you can hardly see them here. |
I
deployed fairly centrally, with the Griffon on my right and the
Flagellants on the left. Jonathon spread his chariots out across his
left flank, which initially I thought would make good sport for the
extra-terrifying Glorious Birdie, but somehow lost my confidence
early on when I realised just how many of them there were, and what a
pill it could be to ensure that I did the charging (messing that bit
up could have been fatal). His Bestigor became a thing of terror when
the Beastlord and BSB both joined the unit, which made the regular
troops Strength 7 and the lord Strength 8. It meant the big Gor horde
had only a few Shamans and a single Wargor to lead it, and it was
therefore under-strength, but the Bestigor were such can-openers on
legs that most of my units wanted nothing to do with them and they
were likely to intercept anyone rushing for the Gors. In other words,
Jonathon was doing a good job of making things tougher for me than I
would have liked.
The Empire advances cautiously. |
I got
the first turn to round out an entire tournament of first turns, and
moved forward relatively cautiously. The Flagellants were happy to
run at best speed, but the Steam Tank was very slow and the rest of
my forces held back a bit rather than setting themselves up as
chariot roadkill or chopping practice for Bestigor. The Glorious
Birdie decided the initial plan with the chariots was no good and
moved across my line. Maybe there would be a more acceptable target
over there.
The Beastmen respond. |
The
Beastmen responded relatively cautiously as well, however one of the
Shamans had rolled Pit of Shades and was clearly excited about the
prospect of trying it out on my Steam Tank. He rushed out of his unit
over to my left to save his comrades from becoming collateral damage
when he started throwing 6 dice at the spell. I used a Dispel Scroll
on it that turn in response to a massive casting roll that thankfully
was not irresistible.
In my
turn the Flagellants got excited by the prospect of a Shaman by
himself, and given the Gor were really too far away, they went for
him instead. He very bravely held, choosing to believe that I would
fail the charge (I needed maybe an 8). Unfortunately for him, the
Flagellants made the distance, hacked him down, overran quickly and
crashed into the Ungor unit behind him which contained the other
lesser Shaman. They were quickly dealt with as well, however the
Flagellants chose that moment to be inept, fail to sacrifice any of
their own number, and therefore fail to finish the job properly. The
remnant of the Ungor got away, which meant the Flagellants wasted
another turn chasing them off the table and were effectively out of
the game, on the wrong end of the board.
The Flagellants find some likely victims... |
... and chase those victims way out of the central part of the table. |
Come back! Let us tell you about the end! We have pamphlets! |
The Knights deal with the first Tuskgor Chariot and turn to face the others. There were a few more of them (the Knights, not the Chariots) before the trees. |
On the
other side of the table, my Knights spotted a Tuskgor Chariot in
range and went after it, despite having to charge through a forest to
get there. I lost several Knights to the fearsome wrath of the trees
(no, they were not fancy magical trees – they were actually just
inanimate objects that my riders were too clumsy to avoid). The
Chariot died and the unit reformed, looking at the other ones nearby.
The Demigryphs declared a charge on the Razorgor Chariot which had
been the most adventurous of the pack and moved closer to my lines,
but it turned and fled. I redirected onto the Gor, but didn't make
the distance (they were a fair way away). This left me a little close
to the advancing Bestigor, so the Steam Tank rolled forward to buy
them some time.
It
should be noted that in the first turn the Steam Tank did 4 wounds to
the Razorgor Chariot, and in the second turn it killed 3 Bestigor.
This marked the only time in the tournament when it actually hurt any
model other than itself with its cannon. The stuff of legend.
Unfortunately this awesome display was about to come to an end...
Bummer. What Strength did you say they were, again? |
It
turned out the Steam Tank had not gotten far enough to properly
protect the Demigryphs from the wrath of the Bestigor, so I had to
flee the charge. They redirected onto the Tank, and then, with the
additional enthusiasm granted them by Wyssan's Wildform, hacked 8
wounds from it with their great weapons. OK, so when I said I was
hoping to buy some time, I was really looking for more time than
this.
Ow, ow, ow... |
The centre. Not going quite as we might have hoped. |
A
Tuskgor Chariot charged into my Knights on the right flank, looking
to avenge its fallen comrade (I presume). It didn't do much damage,
but I failed rather abysmally in fighting back and didn't manage to
kill or break it. It would make me waste my next turn killing it off.
Curses. The Razorgor Chariot rallied nearby to join in the mockery of
my forces. Boo-urns.
In my
turn the centre was starting to look pretty bad. Neither the Knights
nor the Flagellants would be in a position to launch a rescue and the
Demigryphs were busy rallying. The Glorious Birdie scared off another
Tuskgor Chariot, but without any unit champions to accompany him,
couldn't launch a lone assault on the Gor for fear of being
challenged out. Thus it became a failed charge that went nowhere, and
my centre barely shifted. The most rapid movement came from my little
Metal Wizard, who had realised that things were looking pretty bad,
and he wasn't making a real contribution. He cast Transmutation of
Lead in a feeble attempt to slow the Bestigor, but his main efforts
came as he rushed forward from his unit to stand alongside the doomed
Steam Tank. He would buy my troops another turn to respond to the
unstoppable bus of Beastmen.
You shall not pass! If this guy had been standing on a conveniently narrow and brittle bridge, he could have done the whole Gandalf thing admirably. |
The
Glorious Birdie's sensible decision not to charge the Gor paid off
not a whit when the unit managed to charge him in the flank instead
(needing only a middling roll of maybe a 7 or 8). That was bad.
Jonathon didn't even challenge. Instead he cast Wyssan's Wildform and
peppered the Griffon with Strength 4 attacks. He survived on a single
wound, and laid into his assailants in return, winning the combat and
turning to face them (although they held thanks to steadfast).
My ploy
with the Wizard blocking the Bestigor nearly paid off pretty well.
Buffed with Speed of Light, he issued a challenge and found himself
facing down the Beastlord himself – and survived. As hilarious as
this was, unfortunately he couldn't manage the double 1 break test he
was faced with and was run down. But the Bestigor were stuck behind
the side of the Gor unit engaged with the Glorious Birdie, and this
traffic jam cost Jonathon a couple of rounds.
Serves him right for having so many Gor, eh? All they ever do is get in the way... |
That
combat with my General was to last the rest of the game. It was a
berserk display of augment and hex spells, failed fear tests and
hatred from primal fury. The Birdie himself took a fearful amount of
killing. At the height of the contest, the Wargor stepped forward in
a challenge with Wyssan's Wildform and Savage Beast of Horros in
play. He faced a Griffon affected by Speed of Light, Pha's Protection
and Curse of Anraheir. The Griffon landed 4 blows on the Wargor, but
thanks to his boosted Toughness (and the dice) only did 1 wound. This
meant the Wargor could strike back. Thanks to hatred he hit with 3
attacks, and was swinging at Strength 9... And rolled 3 1s. Boo yeah!
Birdie was INVINCIBLE!! He then capered in celebration and
accidentally thunderstomped the Wargor to death during his “I am a
glorious and invincible birdie” dance. It was totally an accident.
As
awesome as this was, eventually the Griffon did fall. The rider
fought on until the last phase of the game, refusing to break as he
persistently lost combat by 1 or 2. At the last he broke, and was run
down. It was a sad end to his heroic defiance. By this point Jonathon
was really just breathing a sigh of relief. I think we had both
started to believe that my General might live out the game.
The Knights keep fighting Chariots, promising themselves each time that this one will be the last. |
Elsewhere
there was a bit of a swirl of charges and combats. My Knights charged
at yet another Chariot and then failed their redirect check, and then
Jonathon returned the favour by failing to redirect a Chariot's
charge onto my fleeing Wizard Lord at point blank range (he was
running around by himself, looking to boost units and throw magic
missiles). It was just about the only test those damn Chariots failed
all game – they were rallying in rather annoying fashion all over
the place with their allegedly mediocre Leadership – but it was a
let-off for me in terms of points.
The
Bestigor did eventually find their way around the Gor unit and
charged the Swordsmen, who had moved to ensure that my General
wouldn't cop them in the flank. In order to do this, I had to reform
4 wide. Suffice to say that I didn't have high hopes for that combat.
The Swordsmen were pounded and broke, but eluded their enemies. They
then failed to rally on Leadership 10, but practically tripped on the
spot and didn't make it off the table at the end.
The
Demigryphs and swept up the right flank, charging alongside the
Archer detachment into some Harpies that got too close before
swinging around to face the central combats. They only charged in the
last turn, but gave the Bestigor a major scare when they slammed into
their rear with Speed of Light. The Beastlord shoved his way back
through the ranks to meet the enemy, and his fearsome example was
apparently enough to inspire the roll of double 1 on the unit's
Primal Fury, giving them Frenzy on their Strength 7 attacks. Frigging
yay. Anyway, the Demigryphs still hacked through about 2 ranks of the
Bestigor and won combat handily, although they copped a bit of a
hiding in return. Steadfast kept the combat in place, and it was
still going at the end of the game.
How things looked at the end. The General standing on the card just got run down and there are a couple of casualties on the left. The units are all still there, though. |
So, if
you couldn't follow all that, by the end Jonathon had the
Birdie-savaged Gor horde left (below half their starting number, I
think), with the Great Bray-Shaman at their head. He also had the
slightly brutalised Bestigor led by the Beastlord and BSB. I think I
got everything else. For my part, I had lost my General and his
Glorious Birdie, the Steam Tank, and the small Wizard. Points-wise it
was pretty tight, but I was just ahead. It was an interesting game and I think we both came away feeling it could have gone better.
Result:
11-9
So at
the end of the second day, I had actually emerged with the same basic
result as Day 1 – 2 wins and a loss. That is simplistic, though. My
wins were basically draws, and my loss was a big one. In the end I
theoretically had 4 wins and 2 losses, but that translated to only
59/120 points – I had failed to break even. A bit of a strange set
of results. I ended up in 35th position, which was very
mid-field and if I'm honest it's lower than I expected to be.
The
Griffon was every bit the liability I had feared he would be,
although his real issue was not being shot – it was that he
couldn't be trusted to go into a middling combat because he was just
too vulnerable. I did the right thing not loading the rider up with
too much gear, as his mount was always going to be the focus.
Unfortunately Bloodroar had largely been a waste of points as only 2
of my 6 opponents had to take Terror tests. I forced a couple of Fear
tests with an extra dice, but it was probably not enough. At Strength
6, the Griffon's offensive potential is not that much worse than a
basic Dragon's. Unfortunately Toughness 5 and no save is just too
easy for decent troops to cut through, let alone characters. Maybe in
an army with more units, so I would get a better chance of setting up
flank charges. Or maybe with another Griffon...
Whatever
happens, the Steam Tank will be sitting out the next event. It was an
important inclusion in the army and it really failed me every time I
looked to it for any real contribution. Performance like that must be
punished – it will have to earn its way back into the starting
line-up.
Till
next time!
"This meant the Wargor could strike back. Thanks to hatred he hit with 3 attacks, and was swinging at Strength 9... And rolled 3 1s"
ReplyDeleteSomeone forgot the extra three attacks Savage Beasts gives you...
Considering you were blinded by consecutive "Sexy" generals, you can hardly blame yourself for the results... I agree though, you definitely require more Griffons, and less Cannons in the future!
Nah, between my being WS10 and -1 to hit, he needed hatred to land 3 blows with his 6 attacks.
DeleteMore Griffons is clearly the way of the future.