This
is the third part of my account of my tournament experience at Cancon
2014. You can find the previous game here.
Game
3 – Meeting Engagement
Jonathon
Walker – Dwarfs
- Dwarf Lord on Shieldbearers with 1+ rerollable armour save, 4+ ward, great weapon
- Thane (BSB) with 1+ rerollable armour save, Master Rune of Challenge (I think it was on this guy...)
- Runesmith with Master Rune of Balance, Rune of Spellbreaking, great weapon
- 24 Longbeards with great weapons, full command, Rune of Slowness
- 15 Warriors with shields, full command
- 10 Quarrellers
- 10 Quarrellers
- 10 Thunderers
- 10 Thunderers
- 20 Hammerers with full command
- Grudge Thrower with 2 Runes of Pentrating, Rune of Accuracy, Engineer
- Bolt Thrower with Engineer, Rune of Burning
- Bolt Thrower with Engineer
- Organ Gun
The
list above does not actually total 2400 points, but it's what I can
remember. It's close enough. The scenario was Meeting Engagement,
which is the one where you deploy diagonally, with deployment zones
only 12” apart. So that is good for an army with no shooting
against a Dwarf army with 4 pieces of artillery and 40 missile
troops, right? Well, it turns out it's not necessarily any better
than a normal battle...
Ahoy, there! We're waaay back here!! I think that shiny gem in the middle of the dice is actually the front of the Dwarfs' deployment zone... |
In
this scenario you also have to roll to see who doesn't turn up for
the start of the game, and Jonathon lost a Bolt Thrower and some
Quarrellers, whilst I lost my smaller unit of Flagellants and my
Hurricanum. Not ideal, as these were 2 of the slowest things in my
army, and they would have a long slog ahead of them. I failed to
steal the first turn with a 6, and the game began.
The entirety of our lines before the start of the game. Those Flagellants below the Coke bottle are in reserve. |
The Flagellants and Knights were to be my flanking force - the elements closest to the enemy line. |
I
had looked to get some forces closer to some of the Dwarfs by putting
my larger Flagellant unit and the small unit of Knights over on my
left, in the deep part of my deployment zone. They were effectively
flanking the enemy, but then in his first turn Jonathon walked his
reserves onto the table, to the left of my units. Now the end of the
line was in the wrong direction. Curses. Shooting was relatively
painless, unless you count the Grudge Thrower landing a direct hit on
the Flagellants and killing 17 of them. So I only had 11 left. In a
single blow they went from formidable to questionable at best.
Bummer. That flank had been looking so good...
Look, more Dwarfs! Who invited them? |
The Flagellants' enthusiasm gets the better of them, basically wasting a turn. |
The rest of my forces move forward quickly, although the late arrivals have a long way to travel. |
The
Dwarfs really didn't move very much, although the Hammerers stepped
forward and discovered that the river was a River of Light. I think
they copped Net of Amyntok, but didn't really seem to care. The
Grudge Thrower decided it had done enough to the Flagellants and
focused on the War Altar instead, but managed to roll poorly and did
no damage. The other shooting knocked off an Inner Circle Knight and
a couple of models from the small Knight unit on my left, but
generally was unimpressive. I was getting off relatively lightly.
A couple of failed charges up front slow my advance somewhat. |
In
my turn Jonathon used his Master Rune of Challenge to force my
Demigryphs to charge, although the Rune of Slowness ensured they were
never a realistic chance to make it. They staggered forward and sat
on an inconvenient fence in front of them. My Inner Circle Knights
tried for a charge against the nearest Dwarfs (the Thunderers on my
right flank), but rolled poorly and didn't make it. The small unit of
Knights on my left fared better and charged the Bolt Thrower, but
then set about demonstrating how useless they could be. They charged
in turn 2, and were still fighting the same war machine at the end of
the game. Boo yeah!
The Flagellants continue to goof around, but at least the Knights made it in. |
The
Flagellants declared a charge as well, but they failed their roll
again and staggered forward once more. They were not having the best
game. They would lose a couple more models the following turn before
finally making a charge against the Quarrellers. Unfortunately by the
time they did this (and wore another round of Stand and Shoot), only
2 models remained. These guys fired up and actually won a round of
combat by killing 3 Dwarfs, but then they fell and the Quarrellers
reformed and flanked the Knights, joining the Combat That Cannot End.
It was epic and awesome, in all the wrong ways. Here endeth the tale
of misery that was my left flank. I lost my most expensive unit of
Flagellants, and got 0 victory points in return.
Charged by Dwarfs. The shame! The outrage! The remarkably good outcome! |
At least the Warriors didn't make it as well. That would have been too much. |
In
their third turn, the Dwarfs got uppity and declared not one, but two
charges! One of them failed, which was the Warriors trying to get to
my Inner Circle Knights before they could make another attempt at the
Thunderers. The other charge was successful, however; the Lord and
his Hammerers charged into the front of my Demigryphs as they tried
to disentangle themselves from the fence. Impressively the Demigryphs
demonstrated that they had things well in-hand, and despite losing
one of their number, they thrashed the Dwarfs in combat. I then sent
the Arch Lector in alongside for support, and the last Hammerer fell
in that second round of the combat. The Dwarf Lord may have been
unkillable, but he was alone and had lost combat by about a million.
He fled and was run down, although it meant my units were pursuing
along at an angle in front of the waiting Longbeards.
The arrival of the War Altar is enough to see the last Hammerers die and the Lord break and get run down. |
Of course, there is someone watching my pursuit with interest... |
The
Dwarf shooting continued to be fairly unimpressive, with the Organ
Gun misfiring and missing a turn. The armour of my Knights allowed
them to shrug off the worst of the damage from the other shots.
With
the Dwarf Warriors having failed to intercept them, my Inner Circle
Knights made it into the Thunderers the following turn, although my
unit was somewhat depleted by dangerous terrain tests and the river
casting Banishment on them. Thanks, river! The Knights carried on and
cleaned up the Grudge Thrower in the corner. The White Wolf Knights
declared a charge on the Warriors, but they elected to flee rather
than provide my unit with a slingshot into the artillery.
Unfortunately they fled rather quickly by rolling a 12, and even with
the -1 for having stumpy little legs, they managed to make it off the
table.
My Knights finally manage to make the charge, which begins a minor rampage accounting for multiple war machines and the Thunderers. |
The
Longbeards seemed to have taken exception to the butchery of the
Hammerers and their general, and declared a charge on the Demigryphs
right in front of them. I fled, and then ran again with the War Altar
when they redirected. Both of my units escaped, although they did so
in a slightly unconvincing fashion. They also both rallied, but the
lack of distance I had put between us meant the Demigryphs got
charged again the following turn (although I was at least facing them
this time).
Run! Can't get charged twice by Dwarfs in a single game... Actually we can. Just not this turn. |
Over
a couple of rounds of combat my Demigryphs perished to the great
weapons of the Dwarfs, but they did their job – they held them in
place long enough for my remaining Flagellant unit to swing around
behind the Longbeards and charge into their rear. At this point I was
keen to make sure they finished the job, so the White Wolf Knights
(who had been mopping up the remaining artillery and a unit of
Thunderers, the latter of whom actually managed to kill off my Beast
Wizard), rushed back across the river to put my Wizard Lord within
Banishment range of the Flagellants. The principle was sound, because
I didn't want the Wizard to cop a Banishment or Shem's Burning Gaze
from the river without an armoured bodyguard to protect her. I was
right to be worried, because as soon as they entered the water, sure
enough they found themselves the target of Banishment (it was a very
hostile River of Light – none of these nice friendly Augment spells
for it). The spell was rather unforgiving and killed all 3 or 4 of my
remaining Knights, giving Jonathon their points as a bonus. It was
pointed out to me later that the point where the unit crossed the
river was actually a ford (it was not obvious), so the Wizard could
have just ridden across alone and unmolested. Le sigh.
Anyway,
I did indeed manage to cast Birona's Timewarp on the Flagellants, and
they did terrible, terrible things to the Longbeards and they, the
Runesmith and BSB perished as the game ended.
In
the end I had killed everything but that invincible Bolt Thrower on
my left, and both of the Quarreller units. I had lost the larger
Flagellant unit, the Demigryphs, the Beast Wizard and the White Wolf
Knights. I think that put the score at something like:
Result:
17-3 (16.3-3.7 after comp)
So
after only a few weeks, I have finally covered the games of my first
day. After a slightly demoralising start, I was actually travelling
OK at this point on about 34 battle points out of 60. The question would be whether I could continue my
upward climb...
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