This
is the second part of my account of the Warhammer World Series
tournament held on the weekend. You can find the first part here.
Game
3 – David Lowe
Table
16 – Super Sub-Optimal
Scenario
– Battleline
Lizardmen
- Saurus Oldblood
- General; Cold One; Great Weapon; Light Armour
- Luckstone
- Skink Chief on Ancient Stegadon
- Spear; Light Armour; Battle Standard
- Enchanted Shield
- 2 Giant Blow Pipes
- 4 Skink Crew
- Skink Priest
- Magic Level 1; Lore of Beasts
- 20 Saurus Warriors
- Shield; Standard; Musician; Spawn Leader
- 10 Skink Skirmishers
- Lustrian Javelin & Shield; Shield
- 10 Skink Skirmishers
- Lustrian Javelin & Shield; Shield
- 2 Jungle Swarms
- 3 Kroxigors
- Great Weapon
- 1 Razordon Hunting Pack
- 3 Skink Handlers
- 1 Razordon Hunting Pack
- 3 Skink Handlers
- Troglodon
David's
army:
Beastmen
- Beastlord
- General; Shield
- Sword of Swift Slaying
- Armour of Destiny
- Gorebull
- Frenzy; Heavy Armour; Battle Standard
- Brass Cleaver
- Charmed Shield
- Gnarled Hide
- Bray Shaman
- Lore of Beasts; Magic Level 1; Braystaff
- Ruby Ring of Ruin
- 24 Gor Herd
- Shield; Standard; Musician; Foe-Render
- 9 Ungor Raiders
- Short Bow; Musician
- Tuskgor Chariot
- Tuskgor Chariot
- 10 Chaos Warhounds
- 1 Razorgor
- 1 Razorgor
- Jabberslythe
- Spawn of Chaos
After
a strong start, my game against Hieu had dropped me back into the
middle of the pack. My next opponent would be David Lowe. After
looking at the lists, David chose the Beastmen because he was more
familiar with them. As it happens, this was another questionable
choice – the Lizardmen definitely had the upper hand on this table
throughout the tournament.
This
game started late because I was chasing a couple of things from a TO
perspective, and the game itself didn't exactly move like greased
lightning. We didn't get to the end, but enough things happened to
get a result. I didn't get a ton of photos because I was a little
distracted.
That Carnosaur is really a Troglodon. As if anyone in their right mind has the proper model. Poor, useless sod... |
Both chariots and the Hounds fail attempted charges in the opening stages. |
I
declared a swathe of charges in my turn, however only about half of
them worked. My Skink BSB on his fancy Stegadon charged and killed a
chariot before overrunning into a Razorgor. He was meant to have help
in both combats, but my Old Blood, Troglodon and Kroxigor all failed
to reach their targets. I wasn't really ready to charge the Saurus
into the Gor unit (led as they were by the Beastlord), but they had
closed the gap rapidly and were going to charge if I didn't. So in
they went. I then managed to cast Wyssan's Wildform on the unit,
which probably should have been enough to scythe through the
Beastmen, but my rolling was rather disappointing and the combat
continued. I did manage to wound the Shaman, so that was something I
guess.
My charges were little more successful than David's |
Around
on the right flank, one of my Skink units was showing the Chaos
Hounds how good they were with their javelins. The first volley
panicked the unit, although they then rallied. Of course, this just
got them shot again, and they ended up leaving the table.
My Saurus get bogged, counter-charged and ultimately out-fought |
In
David's turn the unengaged Razorgor charged into the Saurus alongside
his Gor, whilst the Gorebull BSB wheeled about and flanked the
Stegadon. The Spawn shambled into the Jungle Swarms I had parked
right in front of them and only managed to inflict a few wounds. Then
my Razordon charged in to assist the Swarms, and eventually they
brought down the Spawn together.
The
clash of the BSBs was slightly odd. The Razorgor got trampled by the
Stegadon and the Gorebull was wounded, but my poor little Skink got
cleaned off the back of his dinosaur. Both parties held, which
necessitated a rescue mission by the Old Blood and Troglodon. Their
arrival in the flank was the end of the Minotaur, especially once the
Old Blood found himself boosted by Wildform.
The
combat between the Saurus and Gor went less well. David responded to
my having Wildform from the previous turn by casting it irresistibly
on his own unit. This saw the end of the Shaman (who took a second
wound from the miscast) and a wound on the Razorgor next to him as
well as a few dead Saurus and Gor. But it was enough (combined with
my continued disappointing rolling) to win the combat for the
Beastmen. Without my BSB's calming influence the Saurus broke and
ran, and were hacked down as they fled. Bummer. Silly lizards.
The
Skinks close to my centre had strayed too close to the remaining
chariot and got themselves charged. The clumsy crew managed to take a
couple of wounds on a tree on the way into combat, but shrugged off
the shots from my unit and summarily ran them over.
At
this point the game was looking rather like a stalemate, but the
Jabberslythe had other ideas. With a squawk of ill-advised
belligerence, it swept down and charged the Old Blood as he reformed
after hacking down the Gorebull. The same Old Blood that still had
Wildform on him. In short, it was pretty much the definition of a bad
idea. The Jabberslythe barrelled in heroically and was more or less
cut in half in a single round of combat. It was a bad end for a
rather silly monster.
We
were out of time and had to stop there, only 3 or 4 turns in. I had
lost the Saurus unit, a unit of Skinks and the bonus points for my
BSB. In return I had killed a chariot, a Razorgor, the Spawn, Chaos
Hounds, the Gorebull BSB and the Shaman. Oh, and the overzealous
Jabberslythe.
Result:
13-7
Game
4 – George Spiridonos
Table
2 – Wild Woods
Scenario
– Battleline
My
army:
Wood
Elves
- Treeman Ancient
- General
- Spellsinger
- Glamourweave; Magic Level 2; Lore of Athel Loren; Longbow
- Unicorn
- 11 Dryads
- 11 Dryads
- 11 Dryads
- 6 Treekin
- 6 Wild Riders
- Spear; Light Armour; Standard; Musician
- Gleaming Pendant
George's
army:
Beastmen
- Doombull
- General; Frenzy; 2ndWeapon; Heavy Armour
- Gnarled Hide
- Ram Horn Helm
- Bray Shaman
- Lore of the Wild; Magic Level 2; Braystaff
- Wargor
- Heavy Armour; Shield; Battle Standard
- Dragonhelm
- Sword of Battle
- Dawn Stone
- 23 Gor Herd
- Shield; Standard; Musician; Foe-Render
- 20 Gor Herd
- 2ndWeapon; Standard; Musician; Foe-Render
- 6 Minotaurs
- 2ndWeapon; Light Armour; Standard; Musician
- Tuskgor Chariot
- Tuskgor Chariot
At
the start of this game, George eyed off both the lists and declared
that the Beastmen were the obvious choice, handing me the Wood Elf
roster. I wasn't sure I shared his assessment, and the final results
had the Wood Elves well on top for the table. Just goes to show how
much trouble people were having choosing the “better” side in
these games. I guess that's the next-best thing after genuinely close
match-ups...
Deployment |
The Beastmen arrayed. Sorry, should have taken a closer photo. |
I
was delighted to roll up Call of the Hunt and Ariel's Blessing for my
spells, whilst George rolled some far less ideal ones in Viletide and
Bestial Surge. So we both had movement spells, but mine was far more
dangerous... As George discovered early on.
The Wild Riders sneak around the flank and prepare to cause mischief |
I
deployed my Wild Riders hard on the left flank and then swept around
using their vanguard move. George then got the first turn and fanged
toward me at best speed with everything he had. He then pushed even
further forward with his Minotaurs and the Gor herd containing the
Shaman and BSB using Bestial Surge, which I didn't even bother trying
to dispel – I figured this was the best way to try to get him to
over-extend and get around the terror that was that Doombull at the
front of the Minotaurs.
My
opening turn was unexpectedly devastating. I declared a charge on the
chariot to my left with the Wild Riders, which sensibly fled. I
failed the redirect (and completely forgot about the Gleaming
Pendant), so the Wild Riders pulled up short and watched the show.
In
my centre, the Treekin declared a charge across the front of the
Minotaurs and into the Shaman's unit of Gor. They were rather close
now, and it was an easy charge. George decided he wasn't keen, and
fled the charge. I considered having another go at them with Dryads
to push them further from the game, but decided on a different tactic
and marched after them instead. For their part, the Treekin decided
they would try the only other option that would allow them to escape
an absolute shellacking by the Minotaurs – they redirected onto the
second Gor herd – the one sitting back on my left, a good 16”
away (meaning my unit would need an 11 on the dice). In an astounding
display of good luck, they made the charge. The Minotaurs were left
scratching their heads and wondering where their lunch had gone (much
good it would do them to eat magically animated piles of wood, but
Frenzy will do that to you).
My forces elude the clutches of the slightly terrifying Minotaur unit. |
In
the magic phase, a bad start to the game got much worse for the
Beastmen. I rolled up enough dice to cast a convincing Call of the
Hunt, and George failed to stop it. The Dryads were all of about 4”
behind the fleeing unit with the Shaman and BSB. Shockingly I didn't
mess up the roll, and the unit was summarily destroyed (you can't
flee from the magical charge). I don't think the full enormity of the
situation was clear to George until I explained that the unit was
dead, which I felt a little bad about. I guess it explained the lack
of apparent concern on his face as I set the move up.
Where the Gor herd used to be... |
Bogus Treekin charges are the way of the future. |
We
then moved to the combat phase, where the Treekin demonstrated how
futile Strength 3 attacks were against them. Without losing a wound,
they easily knocked Steadfast off the Gor and left them testing on
double 1s – which they failed. To add insult to injury, the Treekin
ran them down with a 10” pursuit which was enough to also clean up
the fleeing chariot behind them. Oh man. Now I definitely felt bad.
It was turn 1 and the Beastmen were left with 1 unit, a character and
a chariot...
Wheee, Turn 1 and we're in their deployment zone. |
From
this point George did what he could, but it was a real rearguard
effort. The remaining chariot charged a unit of Dryads, barely
survived the combat and failed to break them, then got rear-charged
by another unit and smashed into kindling. The Doombull left his unit
in order to give George some more options, but all they could really
do between them was growl at things and wave their axes menacingly. I
was patient enough to wait until the chariot was out of the way, then
charged the Minotaurs with 3 units at once from 3 different
directions, ending them on the spot.
Surrounded. I even Stranglerooted 2 Minotaurs dead, just to prove I could roll well on the artillery dice as well. |
They're behind you! |
The
final stages saw the Doombull charge the Treeman Ancient (who had
been unable to fit into the Minotaur combat) and over 3 turns, drag
him down to a single wound (he had Ariel's Blessing on him the whole
time to try to slow the angry bull down a bit). Then a rear charge by
Dryads gave me the combat resolution I needed, and the Doombull broke
and failed to escape. It was over.
Result:
20-0
Game
5 – Ivan Diaz
Table
7 – Witch Hunt
Scenario
– Battleline
My
army:
Vampire
Counts
- Master Necromancer
- General; Master of the Dead; Magic Level 3; Lore of Vampires
- Talisman of Preservation
- Master of the Dead
- Necromancer
- Magic Level 1; Lore of Vampires
- Book of Arkhan
- Ironcurse Icon
- Wight King
- Battle Standard Bearer; Great Weapon
- Armour of Silvered Steel
- 30 Skeleton Warriors
- Light Armour; Shield; Standard; Musician; Skeleton Champion
- Screaming Banner
- 25 Zombies
- Standard; Musician
- 25 Zombies
- Standard; Musician
- Corpse Cart
- 10 Black Knights
- Barding; Lance; Heavy Armour; Shield; Standard; Musician; Hell Knight
- 20 Grave Guard
- Great Weapon; Heavy Armour; Standard; Musician
Ivan's
army:
Empire
- Arch Lector
- General; Barding; Prayers of Sigmar; Great Weapon; Heavy Amour; Warhorse
- Helm of the Skavenslayer
- Captain of the Empire
- Barding; Full Plate Armor; Shield; Battle Standard; Warhorse
- Sword of Might
- Warrior Priest
- Prayers of Sigmar; Great Weapon; Heavy Armour
- Opal Amulet
- Witch Hunter
- Brace of Pistols; Light Armour
- Witch Hunter
- Brace of Pistols; Light Armour
- 30 Halberdiers
- Halberd; Light Armour; Standard; Musician; Sergeant
- 14 Crossbowmen
- Standard
- 5 Pistoliers
- Brace of Pistols; Light Armour; Musician; Warhorse
- Outrider with Repeater Pistol
- 20 Flagellants
- Frenzy; Flail
- Mortar
- 8 Knights of the Inner Circle
- Barding; Lance; Full Plate Armor; Shield; Standard; Musician; Warhorse
By
this point we were back for day 2 of the tournament, and we were all
more or less refreshed after some sleep. I found myself at the table
with the fangless Vampires against the magically-challenged Empire.
Ivan decided the Empire were the way to go, so I would be using the
necromantic horde. I rolled up Vanhel's Danse Macabre, Invocation of
Nehek (twice), and Gaze of Nagash. In hindsight this last one (which
I chose thanks to rolling a double) would have been better replaced
with Raise Dead, but that didn't occur to me until afterwards. Ivan
didn't get to roll any spells. Ha ha, sucker...
The undead shuffle forwards |
All except the Black Knights, who decide to move sideways instead, so they might better show off their ethereal movement. |
I
started off rather cautiously, trying to shift things around in a way
where I could use the Zombies not packed full of important
Necromancers to buy me time and angle enemy units for flank charges.
The Black Knights went wide when I suddenly remembered they could
move through buildings. Hooray for rules and stuff! I managed to
raise a whole ton of guys in my first turn with a boosted Invocation.
I think I got 8 Skeletons and 28 Zombies across the 3 units. Not bad,
although I still had the army's owner sitting at the end of the
table, daring me to use all the spare models he had packed. Sadly I
didn't manage it.
The Empire respond |
Those Pistoliers - they are boorish and rude, and will have to be dealt with. |
In
his turn Ivan stuck the Pistoliers right up in the face of my Grave
Guard and shot a couple of them, which was insolent behaviour and not
to be encouraged. His infantry advanced quickly behind them, but the
Knights were a little more circumspect, given they really wanted the
charge.
Enraged
by the rudeness of the Pistoliers, I charged them with the Grave
Guard and they (unsurprisingly) fled. Amusingly they then failed
twice to rally, and eventually ran off the table through the Mortar
(not that anyone else seemed to care). My Grave Guard were now in
danger of getting charged every which way, so I put my trust in
Vanhel's and started shoving units around the table. I positioned the
Grave Guard so only one unit could charge them out of the Flagellants
and Halberdiers, and the Necromancer-less Zombies surged up to block
the advance of the Knights, who suddenly had Black Knights breathing
down their flank. Well, maybe not breathing. But I'm sure they were
leering mockingly at them.
Vanhel's, baby! |
I think the Empire Knights had been confident up until now. |
It's
worth noting that the Vanhel's had also triggered the Corpse Cart, so
most of my units were getting Always Strikes First for a turn (except
the Grave Guard who were simply losing their Always Strikes Last rule
for their great weapons, and the Black Knights who were out of
range), as well as re-rolling failed hits. Not bad. Pity most of my
units were Zombies...
The Empire scrambles to respond to the power of Vanhel's |
At
this point Ivan was starting to look concerned. Eventually he decided
to take evasive action. The Arch Lector launched himself from his
unit and into the flank of my Necromancers' Zombie unit behind the
front line (there was a convenient Arhc-Lector-sized gap for him to
ride through). The BSB couldn't charge, but followed through the same
direction and offered moral support. The Knights backed off, getting
the Black Knights out of their flank. Wimps. On the other flank, the
Flagellants decided that they would have a go at the Grave Guard,
which meant the Halberdiers would miss out. Not to be completely
denied however, a feisty little Witch Hunter charged alone from the
unit and into the flank of the Zombies who would have been charging
the back-pedalling Knights. The irritating little man would spend the
rest of the game fighting that unit, refusing to even take a wound
when I had reformed the unit to face him, in horde formation. Light
armour my butt! As if that ever makes a difference.
Filthy abominations! I shall take you all on... Ow, my eye! |
The Flagellants find the Grave Guard a slightly challenging prospect. |
The
Empire Mortar knocked a couple of Black Knights off my unit, which
was slightly saddening, but it was the first and last thing it did
for the game – generally it couldn't find a target.
The
Flagellants only managed to give themselves Hatred in the first
round, which was not really what Ivan was looking for. The Grave
Guard struck back simultaneously and thanks to the re-rolls from
Vanhel's, hacked down a goodly number of the frothing loonies. This
knocked out their Frenzy, and after another round (and a supporting
charge from the Corpse Cart), I had wiped them out. Unfortunately
this barely gave my unit time to reform before the Halberdier horde
crashed into them, and they succumbed rapidly in the face of their
Hatred and re-rolled wounds from the Warrior Priest's prayers. The
Halberdiers carried on into the Corpse Cart, and accounted for it too
before the game was up.
My Grave Guard are besieged. The enemy re-rolls were the death of them. |
The
Arch Lector started to question his decision to go it alone after the
3 Zombies that could reach him managed to paw a wound off him in the
first round. Fortunately he held, and when my unit reformed to face
him (my head filled with glorious images of my Zombies actually
slapping him to death, rather than just ignoring him and hoping he
would break), the BSB charged in alongside him.
My Knights charge, do nothing, then get charged in return. Not quite according to plan... |
Denied
the support of the Zombie unit nearby (stupid Witch Hunter), my Black
Knights decided to charge the Empire Knights without assistance. They
impressed nobody with their rubber lances, but then they didn't take
much damage in return either. The Crossbowmen decided it was up to
them to stage a rescue with a flank charge, but they ended up losing
enough models that their arrival made little difference. In the third
round of combat I managed to cast Vanhel's on the Black Knights, and
suddenly things swung. The Knights started getting beheaded, Ivan
started failing 2+ armour saves and the Crossbowmen died in droves.
The Knights broke (though they rallied on the table edge), and the
Crossbowmen were run down. I chose to go after them for a reason,
which shall be explained shortly.
The
combat between the Arch Lector, BSB and Zombies was not really one
about which the minstrels would compose epic ballads. The BSB had
arrived to have a swing at the Necromancers, who I had exposed when I
reformed to face the Arch Lector. In response I issued a challenge
with the Master Necromancer, choosing to trust in his ward save and
superior Toughness to keep him alive. Or undead, anyway. The
Arch Lector accepted and made little progress with his unimpressive
tally of 2 attacks. The BSB tried and failed to kill the normal
Necromancer (I don't remember why – I think Ivan rolled badly,
though I did take 1 wound which I promptly healed), and copped a
wound when the Master miscast getting off that Vanhel's on the Black
Knights. I think Ivan was a bit put-out by this – but not nearly as
put-out as he was when one of my Zombies put out the BSB's eye and he
dropped from his horse, dead. This proved too much for the Arch
Lector, who finally failed his break test and fled. He eluded my
pursuit, but his timing was bad. It was at this point that the Black
Knights broke their opponents and chose to chase the Crossbowmen –
straight into the fleeing Arch Lector.
To
add insult to injury, I think the stupid Witch Hunter might finally
have broken against my Zombies and gotten run down at this final
juncture. Anyway, thanks to a disastrous last turn for Ivan, I had
come out on top.
Result:
12-8
We
were now 5 games into the tournament, and Baron von Gumby had amassed
a solid tally of 4 wins and 1 loss. Fear the might of the
bye-breaker! In my next post I'll cover the final 2 games of the
event. Stay tuned...
You can find part 3 of my account here.
You can find part 3 of my account here.
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