Another
Convic has been and gone, and my tournament report is already
overdue. My work circumstances have changed recently and it may take
me a while to find my feet from a blogging perspective. Anyway, I
shall see if I can keep things a little briefer than my usual
waffling...
I
entered the tournament with a pretty middling army – decent magic,
some strong units, a Steam Tank and a Griffon. I forwent any other
shooting in the hope that the Tank would cover things well enough (it
frequently has done in the past). I pointedly included 2 things in
the list – the Flagellants and the Griffon. Since the current
Empire book was released I have often seen people on the net
dismissing Flagellants as not worth the trouble and the points, and
wanted to show people they were wrong. Of course, I've used them
before (with some success), but it never hurts remind people. Well,
that was the plan.
My army for the tournament. A little small, eh? That's what you get for spending too many points on a magnificent flying beastie. |
As for
the Griffon... Well, I hadn't used one yet and it seemed like a good
time to do it. I knew he would be a bit of a liability, so I
deliberately bought the General very little gear. I did give the
Glorious Birdie (as he shall henceforth be named) a magnificent
singing voice in Bloodroar, which forces enemies to take Fear and
Terror checks with an additional D6 and discard the lowest roll. It
seemed like a change for him to contribute simply through charging
some good targets, and it was possible it would help keep him alive
in combat by reducing some enemies to WS1. Again, it was a good plan.
Unfortunately
not all plans are destined for success...
Convic
is the largest tournament of the year in Victoria, and that includes
a large number of interstate visitors. This time around there were
something like 80 players, and there were plenty of familiar faces
who had flown in for the occasion. I decided to take advantage of
this and issued a first-round grudge to Roy Diprose, one of my ETC
team mates from last year and the man from whom I stole the “team
anchor” title in the final game after it looked like he had it sewn
up for most of the event (ie I finished with the worst score on the
team). So, this was about redemption. Lost honour. Dignity. All that
sort of stuff. Well, not really. I had just not played him before,
and he's a fun guy so I figured it was a good opportunity.
Game
1: Blood and Glory
Roy
Diprose, Daemons of Chaos
Roy, resplendent in this year's ETC uniform. This would be the last tournament before the team headed off to Serbia. |
Herald
of Nurgle (General, Level 1 with Lore of Death)
Herald
of Nurgle (Battle Standard, Level 1 with Lore of Death) with Standard
of Discipline? Maybe? It was there somewhere...
Herald
of Tzeentch (Level 2, Lore of Tzeentch)
Herald
of Tzeentch (Level 2, Lore of Metal)
30
Plaguebearers with Full Command
10
Horrors with Standard, Musician (Level 1, Lore of Tzeentch)
10
Horrors with Standard, Musician (Level 1, Lore of Tzeentch)
5 Furies
5 Furies
5 Beasts
of Nurgle
Beast of
Nurgle
Beast of
Nurgle
3 Bases
of Nurglings
5 Drones
of Nurgle with Standard, Musician
Skullcannon
of Khorne
The list
above is a little vague, sorry. It's a slightly toned down version of
the list Roy is taking to this year's ETC, in order to appease the
comp-fuelled wrath of the Swedes (the ETC list wasn't making the 9.5
minimum on Swedish comp). Roy deployed very deep, looking to stay
away from my lines for as long as possible whilst he pounded my army
with 6 wizards. I deployed well forward and hurried toward the
Daemons as much as I could without exposing my units too badly. I had
put the Flagellants on the left to dissuade Roy from putting
something important into the building opposite. It did work, but in
the end the Flagellants kind of missed the game. There were some
Nurglings lurking behind my lines, but they never really got into the
game as their enthusiasm dimmed as soon as I turned my unit toward
them.
The Daemons deploy. At this point neither of us had realised that Roy had forgotten to deploy all his heralds. They're hanging around at the bottom of the picture. |
My deployment, with the Flagellants on the left to scare things away from the building and the Glorious Birdie posing on the highest ground he could find. |
Nurglings behind the lines! They would be ignored by my army for much of the game. |
In my
first turn my Wizard Lord got excited casting Banishment and blasted
that spell and one other from his head, losing 2 levels. I killed a
few Horrors, which was obviously an excellent trade. My Steam Tank
trundled forward and knocked off 2 of its own wounds with a misfire
for having the temerity to try to target the Skull Cannon. Presumably
Khorne gave it a kick for its insolence. It then copped 3 more wounds
in the first wave of a constant barrage of Spirit Leech being
directed toward my army by the 2 Nurgle Heralds. This proved too much
for the Blood Forest it had driven into, which took an impotent swipe
at its armoured hide and then sauntered off to plant itself all
around my Demigryphs. Awesome. Even the terrain was turning against
me...
The Empire advances, with the Glorious Birdie trying to be inconspicuous behind the building. |
The trees take a cheap swipe at my Steam Tank and then replant themselves all around my Demigryphs. Thanks, trees... |
Roy
spent the first couple of turns moving very little; he was apparently
quite happy at the back of the board. His Fury units did hurry out to
try to slow me down, though. One charged the flank of my Steam Tank
and held it up for a turn before being engulfed in a cloud of steam
from the turret. The other unit landed right in front of my Knight
regiment, blocking their advance. I responded by smearing them to a
paste under the hooves of my horses, and reformed to angle more
toward the main enemy force. It exposed my flank to the lurking
Drones, but Steadfast and Hold the Line! would ensure that I held and
he was then flanked in turn by Flagellants. Tragically he was not
tempted into this scenario.
The Furies rush forward to get trampled. My Knights oblige them. |
The
Glorious Birdie (the Griffon, for those of you not paying attention
earlier) had managed to skulk next to the building in the first turn,
and lunged out with a big charge in the second, into the flank of a
Beast of Nurgle that had been reduced to 1 wound by Shem's Burning
Gaze. The Beast died, which put the Birdie into the flank of the
Horrors and Herald, who died in pretty short order to his fearsome
beak and magnificent plumage (not sure how that bit helps, but I'm
sure it did). Inspired by this dazzling display of arrogant 20”
charging, the Demigryphs pulled something similar and crashed into
the large unit of Beasts of Nurgle. There they got bogged, and lost 2
of their number over several rounds to the seemingly invincible
Beasties.
The Glorious Birdie heads forth enthusiastically to make new friends. |
My
Wizard Lord miscast again, doing a wound to himself, the other Wizard
and Luthor Huss. He did manage to kill a lone Beast of Nurgle, so
that was something. At some point my lesser Wizard decided to follow
the lead of his better, and threw Searing Doom at someone. I don't
remember who. Might have been the Skullcannon. Anyway, the resulting
miscast was the death of him and several members of his Archer bodyguard who strayed too close. Roy hadn't really touched my army
yet, but I was doing a reasonable job for him...
The Metal Wizard muffs his lines and takes a few of his closest friends with him. |
The Demigryphs make no progress, although the Griffon does decidedly better and soon arrives to rescue them. |
The Drones shuffle nervously on the back line. |
Having
decided not to charge the flank of my Knights, the Drones edged
sideways toward the rest of Roy's forces. In so doing they made a big
mistake and moved into the arc of the Knights (just). This got them
charged and butchered, although they managed to finish off Luthor
Huss and my BSB before they went. The Knights then reformed in a
fairly narrow formation and charged around and in next to my
remaining Demigryphs as they battled the Beasts of Nurgle. The
Glorious Birdie had already arrived the previous turn, and their
combined efforts finally saw the demise of the Beasts. The Knights
overran into the Plaguebearers right in front of them, but my other
units had to reform and wait.
The Drones pay the price for their lack of vision. |
The game advances as Roy checks the range for Infernal Gateway. Pretty sure that's what he's doing. |
Griffon Rescue! |
Rescue the Griffon! |
That
waiting was poorly timed. Roy chose now to have the Turn of Doom
(registered Daemon trademark). The Skullcannon blew the Glorious
Birdie out from under my General, although he himself emerged with
only emotional scars. The Demigryphs were obliterated by Infernal
Gateway, and my Wizard Lord (who had stepped out of cover from my
unit to try to achieve something that I can no longer remember) was
culled by Spirit Leech.
This was
all rather bad. I had been about to swamp Roy's army and now half my
stuff was dead. Still, all was not lost. My Knights managed to hold
their ground against the Plaguebearers and their Heralds, and I would
have one more turn to salvage things. My Steam Tank had been reduced
to only a few wounds by the combined efforts of its own foolishness,
Spirit Leech and the Skullcannon. Nevertheless, it chose that turn to
generate 3 steam points, and it was only 11 inches from the
Plaguebearers. Seeing this and the dangers of things like Infernal
Gateway, my General decided to charge the flank of the Plaguebearers
where he would be safer. Unfortunately, he found himself going in
alone when the Steam Tank fell one miserable inch short of the
charge. This was not good. It meant all the combat resolution I had
been counting on went up in smoke.
Oh look, Nurglings! At this point they started to move away from my lines. Wimps. |
I lost
combat by 2, and my General broke and fled clean off the table. This
meant I was broken for Blood and Glory, and coughed up 1000 bonus
victory points. I think the Knights broke as well, but I don't
remember for sure. All I know is I had gone from a strong position to
blowing the game in a couple of nasty turns. I lost by about the
value (counting bonuses) of my dearly departed General – about 1400
points.
Result:
4-16
Game
2: Watchtower
Brendan
Slade, Vampire Counts
Brendan plots my demise whilst pretending to smile, and also managing to hide his vampiric fangs. A true multi-tasker. |
Vampire
Lord (Level 4, Lore of Vampires) with Red Fury, Ogre Blade,
Quickblood, Talisman of Preservation, token other toys and mad skillz
Vampire
(Lore of Shadow) with Battle Standard, Quickblood, protective gear
30
Ghouls with Ghast
30
Ghouls
40 Black
Guard with Full Command, Banner of the Barrows
5
Hexwraiths
3
Vargheists
3
Vargheists
Spirit
Host
You can
tell that the tournament is a long time ago by now – I am seriously
vague on Brendan's army list. Sorry, I need to get this written
faster...
I've
played Brendan a number of times over the years, using a variety of
armies. Between us we have used High Elves, Dark Elves, Orcs and
Goblins and Ogres. So this was a new combination. I managed to lose
the roll-off to control the Watchtower, which is generally a good
thing. It meant I would have the first turn. I killed the Spirit Host
that was eyeing off the Tower with Shem's Burning Gaze and advanced,
cautiously on the left (where Brendan's main Grave Guard bus with
both Vampires lurked, along with all the exotic units in his force)
and aggressively on the right (where there were many Ghouls and not a
lot else).
Brendan
sent a unit of Vargheists around my left flank and moved the
Hexwraiths forward. The Ghouls on the other flank shuffled around
nervously, which was understandable. One unit got charged by the
Demigryphs in the front, and the Glorious Birdie in the flank. This
proved fatal for them, and they evaporated in a single round. They
both faced toward the majority of Brendan's forces, figuring that the
Flagellants could take care of the other unit of Ghouls.
Unfortunately this didn't go entirely according to plan. The idea was
to buff the Flagellants with Light magic to ensure they swung first,
and inflict terrifying casualties upon the poor Ghoulies. As was the
case for much of the tournament, my magic phases were rather pitiful
and I didn't have the spells to make this happen. Instead, the Ghouls
charged in and we both fought at Initiative 3. Simultaneous carnage
for everyone!
The Flagellants have totally got this... |
Don't worry guys, it's all according to plan... |
By dint
of enthusiastic self-imolation the Flagellants managed to give
themselves re-rolls to hit and wound for the round of combat in
question, but the dice were apparently not interested. With his 40
attacks Brendan managed to kill 18 Fagellants. I think I killed a
mere 15 Ghouls in return with my 34 attacks or whatever it was, on 4s
and 3s (with re-rolls for both). Thus ended my Frenzy and my flail
bonus, and the Flagellants were pretty well doomed. The Demigryphs
realised this was going to turn ugly, so spent a turn swinging around
to charge the Ghouls the following turn. But then when they saw what
happened to the remaining Flagellants, they changed their mind and
bolted for Brendan's table edge. Cowardly gits. They did rally, but
the opportunity was lost and the Ghouls made it through the game.
By all that is holy, that hurt. But it is a good pain... |
The Vargheists charge the Knights enthusiastically, but they don't last long. |
On the
other flank, my Knights found themselves confronted with Zombies
popping up from under the ground (Brendan was ensuring I couldn't go
after the Hexwraiths with my BSB's magic weapon). They dealt with
these and reformed facing the side of the table, towards the flanking
Vargheists. This paid off when the Vargheists failed their Frenzy
test and barrelled straight into them. Given they were facing the
enemy, the Knights made short work of them and were able to reform
facing the other direction, to where the Hexwraiths had just charged
and pinned the Steam Tank.
Stupid ethereals. Can't go around them, can't kill them... |
The
Knights hit the Hexwraiths in the rear and got rid of them, but I had
spent a few turns now without really making any progress on the flank
and the Vampires' Grave Guard Bus O Doom was fast approaching. The
Steam Tank decided to show how inviiincible it was by ploughing into
this unit whilst the Griffon approached its flank and the Knights
considered a late arrival in support.
These
plans were turned on their head when the Vampire Lord did 7 wounds to
the Steam Tank in the first round of combat. It was looking less
invincible now. In fact, it was looking downright feeble and rather
dead. In Brendan's turn the Tank succumbed hilariously easily (the
Vampire didn't even need Red Fury), and another unit of Zombies
popped up in front of the Knights. This was fine with me, as they had
suddenly decided that they wanted nothing to do with the psychotic
blender with the pointy teeth and snappy fashion sense.
Eh? What Steam Tank? Oh, you mean that thing back there? That's not a Steam Tank anymore. |
In the
middle near the tower, my Swordsmen had found themselves somewhat
depleted when my Wizard Lord blew up a whole lot of them with a
miscast. It was all part of the plan, of course – now they could
enter the Watchtower which had a 20 model limit on it for Convic. The
Wizard was just trimming the fat, so to speak. Anyway, the Hexwraiths
then scared the unit off with a Terror check (failed with my BSB's
reroll) before redirecting into the aforementioned Steam Tank. This
in turn panicked the detachment which was ushering the little Metal
Wizard around, and soon my centre was, ahh, “redeploying” off to
the right of where they started. Thankfully they rallied, but soon
they found a unit of Vargheists swooping through. The horrible
gribblies completely bypassed the main regiment and hit the more
vulnerable detachment behind, but managed to take 2 rounds to wipe
them out thanks to the champion deciding to accept my Wizard's heroic
challenge (hey, he nearly survived, too!).
Bugger off! Oops, I mean "Redeploy!" |
"Sir, there is a Vargheist chewing on my head..." |
When
they had mopped up the last member of the detachment, the Vargheists
turned around to discover that the Swordsmen had sauntered into the
Watchtower, and it was now turn 4. They launched an assault that
killed a number of Swordsmen and one of their own number, but the
Empire soldiers would not budge. And with that, Brendan promptly
rolled a 6 and the game ended at the first possible opportunity. Good
thing I moved into the tower when I did. 1000 bonus points to me...
The tower, she is mine! |
It was
novel to be the beneficiary of Watchtower ending early rather than
being crucified by it, as has happened a number of times before.
Nevertheless, it felt like we only got half a game in and I think
Brendan would be entitled to be disappointed with where things
finished, even if another turn might not have really improved things
for him with the Demigryphs returning to clean some stuff up
(probably would have had both the Ghoul remnants and Vargheists
behind them with an overrun).
Result:
14:6
Game
3: Battle for the Pass
Vaughan
Keyburn, Ogre Kingdoms
Slaughtermaster
(Level 4, Lore of the Great Maw) with Glittering Scales, Fencer's
Blades, maybe some sundry small toys
Bruiser
(Battle Standard) with Great Weapon, maybe the Talisman of
Preservation?
Firebelly
(Level 2)
7
Ironguts with Full Command, Standard of Discipline
6 Ogres
with Full Command, Iron Fists
10
Gnoblar Trappers
Sabretusk
Sabretusk
6
Yhetees with Champion
3
Mournfangs with Command, Heavy Armour, Iron Fists
5
Leadbelchers with Bellower
Ironblaster
Gorger
Apart
from the gear on the characters, I'm pretty sure this is accurate.
Apologies for my vagueness.
Battle for the Pass, after my first turn. Note the wounds on the Steam Tank. I must have tried to shoot the Yhetees with the cannon. Should have known better. |
I
deployed with a strong right flank, and only the Steam Tank anchoring
my line on the left. Vaughan had a more balanced line with the
Yhetees wide on my left and the Mournfangs on my right. The
Ironblaster lurked behind the building, ready for the patented
“appear and shoot” manoeuvre.
I got
the first turn and moved pretty aggressively forward. I let the
Birdie and Demigryphs come within range of the Mournfangs, but given
the Gnoblar Trappers would need to make a charge to get out of the
way, I figured I was pretty safe. Unfortunately for the Demigryphs,
the main “Gutstar” consisting of the Ironguts led by the
Slaughtermaster and BSB managed a pretty long charge and crashed into
them, doing bad things to them. In fact, they killed everyone but the
standard bearer, who died defending his banner as he broke (or
however that is meant to make sense). The Ogres took 5 wounds
including the loss of their Champion (I think), but it was not enough
to slow them down. Vaughan also casting Fulminating Flame Cage on my
Knights.
You have how many great weapons? Ow, it hurts! |
Alas, the Demigryphs. They are no more. |
Check out my flaming Knights. They are totally on fire. Which is cool. But apparently not painful. |
My
Knights celebrated their being on fire by completely ignoring it and
charging straight into the Gutstar. Their full plate armour protected
them admirably from the effects of the flames. The Glorious Birdie
took flight and arrived in the flank at the same time. The
Flagellants got excited and charged straight through the large Wild
Wood in the centre of the table at the Gnoblar Trappers, losing a few
of their number to the forest and a few more to the traps of the
Gnoblars. The Gnoblars were predictably slaughtered, and the
Flagellants overran into the Leadbelchers behind them, who were
starting to look a little worried.
The Ogres are fewer than they once were. |
The
combat between the Gutstar and my units was always going to be the
pivotal moment of the game, and Luthor Huss accepted the challenge of
the Ogre BSB (I think), choosing that moment to hulk out a bit and
add 1 to his various stats using his Chosen of Sigmar special rule.
He took a wound but survived, as did the Birdie. The Ogres got rather
spanked (I think they ended up testing on Leadership 2), broke and
were run down. The Birdie sailed on into the front of the Mournfangs,
figuring that was better than facing the wrath of the Ironblaster.
The Sabretusk on that flank saw the demise of his masters and figured
leaving was the best course of action, so turned and fled the table.
Speaking
of the Ironblaster, it had stepped out and fired at someone (possibly
the Steam Tank) and rolled a 1 to wound. The Tank had returned the
favour by rolling a 1 when shooting back. Cannons for the win!
In
Vaughan's second turn he clearly decided he didn't trust me to roll
1s forever (more fool him) and charged the Steam Tank with both the
Ogre block led by the Firebelly, and the Yhetees (in the flank). This
was a little sad for the Steam Tank and with a ferocious amount of
clubbing, clawing and bashing, the Tank succumbed after maybe 3
rounds of combat.
They're hitting me! Ow, stop it! |
Whilst
this was occurring, the Sabretusk on my left flank had spotted the
flank of my Swordsman unit. More specifically, it had seen the flank
of my Wizard Lord. It bounded in enthusiastically and inflicted a
nasty bite mark upon him, but the unit shooed him away and chose not
to pursue. Soon they had bigger problems, however. In their efforts
to ensure that they would be in range for my better aura effect
spells, they had moved well into the centre of the table and they
found themselves being charged in the flank by the Ogre unit when it
finished off the Steam Tank. The unit was 9” from the table edge
and Vaughan needed maybe a 6 on the dice to make the charge. After
much agonising I eventually decided to flee and was rewarded with a
very moderate roll before Vaughan rolled so low on his dice that he
wouldn't have made it to me anyway. The Swordsmen rallied and I
breathed a huge sigh of relief.
No more Steam Tank :( |
The
Flagellants continued their rampage against the Leadbelchers, and
comfortably wiped them out before they could fight back. Their
momentum carried them behind the Ogre lines, but they eventually
turned around in time to find the flank of the Ogre unit as they
failed to catch the fleeing Swordsmen. The Flagellants set upon them
with enthusiasm and broke the enemy, but failed to catch them. They
then charged the remnants when the rallied (by this point a half-dead
Firebelly and a couple of minions), and with the aid of Birona's
Timewarp, they finished them off. I say “they”, but I really mean
“he”... I had a single Flagellant left by the time the last Ogre
was run down. It was a close thing, but he survived the game and the
Flagellants had had a real riot of a game.
Due to
the scenario, Vaughan's Gorger had a terribly long walk to catch up
with my lines from my table edge (the long table edges are impassable
terrain in Battle for the Pass). Eventually he caught up to my state
troops, however in a silly dance of avoidance he was unable to catch
my Wizards and didn't fancy taking on a ranked up unit, so was left
disappointed.
My
description of this game has been all over the place, but if you're
still following, good for you. Back on the right flank where the
Gutstar had met its demise, the Glorious Birdie's assault on the
Mournfang was rather disappointing. I'm pretty sure the Ogres failed
their Fear test thanks to Birdie's magnificent singing voice, but
they then rolled lots of 5s and hit me anyway. The Birdie didn't last
a turn. Thankfully the General held his ground just long enough for
the cavalry to arrive. Literally. My Knights crashed in alongside and
made pretty short work of the Mournfangs. They then swung about and
headed for the Yhetees as they escaped the dented wreckage of the
Steam Tank. The General was left dancing and dodging cannonballs from
the Ironblaster until he made it safely behind the building and the
Ironblaster found a new target, lined it up, misfired and exploded.
Phew. The cannons really were useless.
The Mournfangs and Leadbelchers get cleaned up. |
The
Knights did eventually charge the Yhetees, and the combat that
followed was rather strange. Despite having rerollable Leadership 9,
the Knights failed their Fear test and dropped to WS 1. This then
became WS 0 thanks to the Yhetees making enemies in base contact -1
WS (with nothing saying it can't go down to 0). This meant the
Yhetees hit automatically (that is in the core rules) and did their
best to hammer down the unit, but the Knights' armour kept me in the
combat. After general consultations and calling over the TO, the
conclusion was reached that the Knights could still attack, but would
only hit on natural 6s (as they had fallen off the To Hit chart, but
6s always hit and there was nothing actually saying you can't attack
at WS 0). In the end we did a few wounds each and the combat
continued. The next turn I had lost Hatred and my lance bonus, but I
failed the Fear rest and broke the Yhetees. I think they eluded my
pursuit however, and the game was over.
It had
been an interesting game, but I'd had the early advantage with the
demise of the Gutstar and it was too big a mountain to climb for the
Ogres to recover from there.
Result:
17-3
So much for being briefer than normal. I don't think I've made much progress there. Oh well. Anyway, at the end of day 1 I was actually doing OK. If I could repeat the performance of 2 wins on Day 2, I'd be pretty happy with the event as a whole. Stay tuned for the next episode, which will hopefully be along much sooner than this one arrived...
Good result. I was shocked that you lost the first battle and equally shocked that you won the second. They both sounded to be going the exact opposite way for the majority of the battle. I guess that's why you play the game to its conclusion.
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