It's
been a while since I had a tournament to report upon, however Convic
was on the weekend and as a result I have finally gotten around to
playing a few more games of Warhammer! As usual, I will try and fail
to keep my descriptions of the games concise. I'm predictable like
that.
I've
shown my army list before, however I'll repeat it here now for
convenience:
- Dwarf Lord with Shieldbearers, Gromril Armour, Great Weapon, 3 Runes of Warding, Rune of Stone
- Thane with Battle Standard, Gromril Armour, Great Weapon, Master Rune of Grungni, Strollaz's Rune
- Grimm Burloksson
- Josef Bugman
- 20 Quarrellers with Great Weapon, Heavy Armour, Shield, Dwarf Crossbow, Full Command
- 20 Thunderers with Heavy Armour, Shield, Dwarf Handgun, Full Command
- 12 Miners with Great Weapon, Heavy Armour, Standard, Prospector
- Gyrocopter with Vanguard, Steam Gun
- Gyrocopter with Steam Gun
- Cannon with Rune of Forging
- 12 Bugman's Rangers with Dwarf Crossbow, Great Weapon, Throwing Axes, Heavy Armour, Shield, Full Command
- 16 Irondrakes with Full Command, Strollaz's Rune
My Dwarf army for Convic 2014. |
The
theory behind the list was that I had no interest in a static gun
line, but nor did I really believe that a vanguard-heavy combat army
would work. So this was some sort of compromise. All of the units are
well-equipped and fairly capable in combat, and most of them shoot. I
was hoping that between this and my various deployment special rules,
I would give myself a few options for how I would approach each game.
I had my suspicions that the list might be found wanting in certain
regards, and might require a fair bit of finesse (or luck) in order
to get the most from it.
I
got a 3.5 out of 5 for my composition score, which I guess was a
suggestion that the panel also had their doubts about the army's
effectiveness. That was fine, I would prove them all wrong! Maybe...
Game
1 – Battleline
Daniel
Bird, Wood Elves
Comp
score: 1.6
- Spellweaver (General, Level 4, Lore of Shadow) with Asrai Longbow, Earthing Rod
- Glade Captain. Battle Standard Bearer with Swiftshiver Shards, Hail of Doom Arrow
- Spellsinger.(Level 1, Lore of Metal) with Asrai Longbow, Dispel Scroll
- Waystalker with Bow of Loren
- Glade Captain on Great Eagle with Light Armour, Ogre Blade, Enchanted Shield, Potion of Foolhardiness
- 14 Glade Guard. Full command. Trueflight Arrows, Standard of Discipline
- 11 Glade Guard. Musician, Standard. Trueflight Arrows
- 10 Glade Guard. Musician. Trueflight Arrows
- 6 Wardancers
- 5 Wildriders, Musician, Standard, Gleaming Pennant
- 5 Wildriders, Musician, Standard, Banner of Swiftness
- 6 Treekin
- 6 Waywatchers
- 6 Waywatchers
- Great Eagle
- Great Eagle
Daniel Bird's beautiful Wood Elves, which took second place in the players' choice. |
You are getting sleeeeepy, Daniel. You will give me ALL the battle points. All of them, I say... |
I had
never played Daniel before and he decided it was time to address this
by challenging me in the first round of the tournament. Between us we
had basically no experience with either of our current army books, so
the game promised to be something of a learning experience for us
both.
It was
one of those games where we really only used half the table. We both
started deploying to my right of the table, and continued from there.
This shouldn't really have been surprising, given my army needs a
fairly compact deployment and Daniel seemed intent upon shooting my
stuff. Wood Elf players are a bit like that.
Deployment, including scouts. |
Apparently this table quarter was the fashionable place to be, behind a rather pathetic hill and a (currently denuded) Venom Thicket the Elves brought with them. |
My Thunderers' glorious vanguard move is foiled by sneaky Waywatchers. |
More sneaky Waywatchers on the other flank. |
We both
had scouting and vanguarding units, so the roll-off for scouts was
always going to be important. Unfortunately I lost this roll, so was
unable to properly shield the space my units would need for vanguard.
Waywatchers planted themselves in a position to block my Thunderers
and BSB (and Lord), and my Rangers settled for trying to shield the
advance of my Irondrakes whilst menacing those Waywatchers and
looking at the Wild Riders to my left. The other Waywatchers then
went off to my left, looking at my vanguarding Gyrocopter. This was
fine, as it chose not to move up at all, meaning it could charge in
the first turn. The Irondrakes did what they could, but had to wheel
about behind the screen of Rangers. The Wild Riders bravely advanced
on my right, moving up next to the annoying Waywatchers.
I'll teach you for interfering with our precious vanguards... |
Happily
I won the roll-off for the first turn, and set about trying to clear
out the annoying Waywatchers interfering with my cunning pre-game
advance. The Gyrocopter on my left charged through the forest (that
turned out to be an Abyssal Wood) and into the Waywatchers who stood
and shot ineffectually. What followed was an uninspiring combat that
took at least 4 rounds to resolve, before I eventually broke and
destroyed them. On the other flank, the other Gyrocopter also charged
at Waywatchers. These ones elected to flee, however I very skillfully
charged 21” and caught them as they went. Boo yeah!
Enormous charge rolls ftw! |
My
Thunderers consoled themselves over their lost vanguard opportunity
by combining their firepower with the Quarrellers and obliterating
the Wild Riders on my right flank. My Irondrakes wheeled around from
behind the Rangers and the two units combined their fire upon
Daniel's other Wild Rider unit, however I found myself foiled by
their preposterously efficient war paint – 5 out of 7 passed their
6+ saves! This volley saw one of maybe only two times for the
tournament when Grim Burloksson failed his 2+ to grant the unit
re-rolls to hit. He was generally very good.
To cap
off my opening volley, the Cannon lined up and blew away the Glade
Captain on his Eagle, since he had brought decent armour but no ward
save. All in all, it was a solid opening. I did however kill 4 of my
Quarrellers when the Wild Wood they were standing in went berserk and
tried to wipe them out. Stupid trees, they're all in league with the
tricksy Elves.
As things stood at the end of the Dwarfs' first turn. |
The
surviving Wild Riders had clearly decided they were invincible after
their amazing ward saves and elected to charge into the Rangers
rather than trying to go a bit further and rescue the Waywatchers as
they struggled with the Gyrocopter. This proved to be a mistake, as
the Rangers had found their range and wiped them out with their stand
and shoot response. This panicked a nearby Eagle straight off the
table, which was a touch unlucky.
Charge us, will you? Goodbye... |
The
Treekin were apparently displeased at the way my other Gyrocopter had
run down the fleeing Waywatchers, and declared a charge before
trudging forward resignedly when I fled in response.
Eeek, run away! |
Uh-oh. Sucks to be us... |
My
opening volley had been pretty good. The Wood Elves responded by
using Withering to drop my Rangers' Toughness to 2, before the entire
army opened up on them. Josef Bugman himself nearly survived –
however the Wood Elf BSB finally fired his Hail of Doom Arrow and did
just enough damage to finish him off.
The fight goes on between the Gyrocopter and Waywatchers. |
In my
turn the Miners arrived behind the Wood Elf lines, doing their best
to disrupt the wall of shooting. The Gyrocopter rallied and the
Thunderers marched up behind it, trying to close with the enemy. The
Irondrakes performed a swift reform and moved to within range of the
remaining Eagle, which had advanced onto the hill. It did not survive
the volley that followed.
Reinforcements! The Miners arrive along with my little wall marker to help remind me that I had light cover on the turn I arrived, which 99% of the Wood Elves would ignore. |
My forces move up and continue to shoot small things like an Eagle off as they go. |
The
arrival of my Miners certainly had some impact upon Daniel's
plans, as the entire line of Elves turned around, casting Withering,
and obliterated them with overwhelming fire power. It was all a
little harsh. The Treekin backed up a bit after their earlier failed
charge.
The Gyrocopter seeks to make use of the distraction caused by the cameo appearance of the Miners, by charging the main Glade Guard unit in the rear. |
In the
next turn I continued to advance, with the Thunderers and Quarrellers
both marching. The Irondrakes moved up a bit and opened up on the
Treekin, killing 2 of them. The rallied Gyrocopter decided to gamble
and charged into the rear of the main unit of Glade Guard, which
contained both the enemy BSB and the Spellweaver. I figured pinning
them for a round and reducing their shooting would be very helpful.
Unfortunately the BSB stepped backward, and despite his only having a
hand weapon, between him and the 3 Glade Guard that could reach I was
somehow killed outright in a single round of combat! So much for that
plan...
It was at about this point that my other Gyrocopter disposed of the remaining Waywatchers. |
The Thunderers continue their steady advance across the field. |
Remarkably
none of my units had to endure Withering the following turn, as
Daniel either rolled badly or I managed to dispel it. As a result I
took fairly minimal damage from his shooting, and lost just a few
Irondrakes. Grim Burloksson was wounded by a sneaky sniper shot from
the Waystalker with his Bow of Loren. The Treekin moved up to block
my advancing Thunderers, effectively throwing themselves under the
bus.
The Treekin look to stall my progress. |
Having
witnessed the heroic sacrifice of the Treekin, my Thunderers didn't
want to disappoint them. They charged straight in and murdered the
Forest Spirits in pretty short order. I might actually have run down
survivors, an event that was exceedingly rare during an event where I
was obsessed with rolling 5” (I think I actually did that this time
as well, but so did Daniel). He had been trying to drag my unit
toward the side of the board, however the width of my unit and the
centre-to-centre direction of flight saw me head on towards his
archer lines.
The Quarrellers tried a long charge alongside the Thunderers to use the Treekin as a springboard, but didn't make the distance. |
The combat was short and brutal for the Treekin. |
At this
point my remaining Gyrocopter had finally dealt with the Waywatchers,
and moved around behind a group of Wardancers who were trying to
menace my Irondrakes. The Irondrakes themselves continued to advance
and had a shot at them, but could only fell one due to the hit
penalties (Miasma had reduced their BS as well). My Quarrellers had
tried for an optimistic 13” charge alongside the Thunderers and
failed, but still staggered forward 5” anyway, so no real harm
done.
The Wardancers eye off my Irondrakes after Grim Burloksson takes a wound from the sniping of the Waystalker. |
The whole table during Dwarf Turn 4. |
The Treekin are gone and the Thunderers are closing in. |
Silly board edge-hugging Elves. We'll get there... |
By this
point the Wood Elves were starting to feel the pinch. The 3 regiments
of Glade Guard were hard back against the table edge, clearly wishing
they could retreat further still. Daniel threw his Spellsinger into
the path of the Thunderers to buy more time, and charged the
Wardancers into the Irondrakes in an effort to assassinate the
wounded Burloksson. Withering only dropped the Toughness of the
Thunderers by 1 point, which meant the subsequent hail of arrows did
only modest damage. The Wardancer charge met with similar failure, as
two of them fell to the stand and shoot reaction, and all but one
were cut down after they failed to land a telling blow. The sole
survivor outran my pursuit.
Another diversion! How... diverting. |
In my
turn the Thunderers charged the Spellsinger and somehow my Lord
failed to kill him. This meant I got dragged across the Elf lines,
chasing an mage who should already have been dead. I think the whole
thing worked far better than Daniel would have dared hope. In
hindsight I should possibly have let him go and reformed to try to
reach the real victory points, but I was somewhat outraged at his
survival and wanted to finish the job...
How are you not dead? Come back here... |
The
Irondrakes continued to stroll forward and blasted the nearest Glade
Guard regiment down to a couple of models. My Gyrocopter had been
reduced to a single wound after his struggles with the Waywatchers,
and had barely survived a volley from the Waystalker the previous
turn as he stepped out of the cover of his Glade Guard unit. I
responded by trying to charge him, but this was pushing my luck too
far, and he shot the Gyrocopter down with his stand and shoot
reaction. To prove I don't hold grudges, I blasted the impudent Elf
off the table with my Cannon.
Wood Elves Turn 5. |
The end
game saw the Thunderers continue to be showered with shots from the
Wood Elves, but some of them survived. I was left with a decision
about what to try to mop up, and ended up charging at the fleeing
Wardancer with my Lord to ensure he'd make it off the table, before
trying and failing to catch the annoying Spellsinger (who lived). The
Irondrakes removed the rest of the damaged Glade Guard unit, and the
game was over.
As things ended. |
By the
end I had killed all but the Spellweaver, Spellsinger, BSB and 2
units of Glade Guard. I had also just about waddled to the enemy
table edge with my relentless stunties, which felt like a solid
effort. In return, I had lost both Gyrocopters, the Miners, Josef
Bugman and his Rangers. It was a solid start to the tournament.
Result:
18-12 (19.9-10.1 after comp)
Game
2 – Battle for the Pass
Vivian
Gleeson, Vampire Counts
Comp
score: 3.3
- Vampire Lord (General, Level 4, Lore of Vampires) on Barded Nightmare with Heavy armour, Shield, Red Fury, Quickblood, Ogre Blade, Talisman of Preservation, The Other Tricksters Shard
- Vampire (BSB, Level 1, Lore of Shadow) on Barded Nightmare with Heavy armour, Lance, Enchanted Shield, Quickblood, Dawn Stone, Ironcurse Icon
- Vampire (Level 1, Lore of Shadow) on Barded Nightmare with Heavy armour, Lance, Shield, Dispel Scroll, Dragonhelm, Quickblood, Opal Amulet
- 5 Dire Wolves
- 5 Dire Wolves
- 5 Dire Wolves
- 5 Dire Wolves
- 20 Zombies with Standard
- 20 Zombies with Standard
- 30 Crypt Ghouls with Champion
- 2 Fell Bats
- 2 Fell Bats
- 5 Vargheists
- 9 Black Knights with Standard, Champion
- 7 Crypt Horrors with Champion
Vivian Gleeson's Vampire Counts, all of them singing some sorrowful dirge about wanting to be painted. |
My
second game promised to be vastly different from the first. I was
looking at a Vampire Count army with a seriously dangerous Black
Knight bus containing all the enemy characters, and no units that
could possibly hope to hold them. I figured the rest of the army
could be addressed, so long as the damage that unit did was limited.
My
deployment was somewhat blind, given Viv was still placing nonsense
like Fell Bats by the time I had finished. I wound up putting the
Quarrellers on the right, the Thunderers in the centre, and the
Irondrakes to the left. The Miners promised to contribute nothing in
this game, given the impassable long table edges. Happily I didn't
have to contend with enemy scouts this time, and planted the Rangers
on my right to try to consolidate my position over there and shield
the advance of the vanguarding Gyrocopter. This was because the left
was looking pretty dire – the Vampire bus and Vargheists were both
over there, and the presence of the Rangers was unlikely to improve
matters.
Shortly after the start of the game, with the vanguards over and one of the Gyrocopters already on its way toward enemy territory. |
The Vampire Count deployment, with a far stronger flank on the far side of the table. |
A view of the Dwarf lines. |
I got
the first turn, which was encouraging. The advanced Gyrocopter landed
on the right end of the enemy lines, bombing the nearest unit of Dire
Wolves off the table (somewhat unexpectedly). The unit next to it was
shot down to a single model by the Rangers, and I cleaned up a row of
Ghouls. On the other flank, the Irondrakes had only advanced
cautiously, but the Dire Wolves had moved forward more aggressively.
I shot one of the units off the table, but that meant the remaining
one was going to get around my front lines. The Cannon only managed
to do a single wound to the Vargheists, which was not very helpful –
I really needed to reduce the unit's effectiveness.
Turns out bombing runs can do real damage. There used to be a unit of 5 Dire Wolves next to that Gyrocopter. |
The other Dire Wolves are almost wiped out by other shooting. |
In Viv's
turn, he did exactly the right thing, which was terribly worrying. He
rushed everything straight at me. Suddenly the Crypt Horrors were
only about 9” from my Thunderers, and the Black Knights were
practically on top of the Irondrakes. The remaining Wolves on my left
went around the Irondrakes and started to head for the Cannon. On the
bright side, he rolled up a decent magic phase and then proceeded to
roll a series of disappointing spell attempts, and achieved
absolutely nothing. I was off the hook for a turn. Had I known he was
going to roll like that, I might have tried to dent the Black Knights
and Crypt Horrors with my first volley instead of making sure I was
wiping out secondary targets. I had assumed any damage I did would be
wiped out by magic.
Oh dear. Was that really only one turn of moving? They're mighty close... |
All along the line. |
By my
second turn, I was already scrambling. I used a Gyrocopter to block
the advance of the Black Knights to ensure that only the Vargheists
would be charging the Irondrakes that turn. Unfortunately I had to
give the Vargheists a flank charge in order to ensure the Black
Knights would miss me. The Irondrakes opened up on the Black Knights
and managed to kill 5 of them, which opened the path for a Cannon
shot without Look Out Sir! I decided I was unlikely to kill the
Vampire Lord, so aimed instead for the BSB whose armour meant he was
never going to die to anything else. The shot was a success and there
was 1 less Vampire to worry about. It was progress, of a sort.
Ummm how do we address this problem? |
On my
right, Bugman's Rangers decided to charge into the sole Dire Wolf in
order to get it out of the way and close the gap a bit with the other
enemies. They reformed after killing it, looking at the nearby
Zombies.
The Great Gamble of Turn 2. |
In the
centre was the real action. The Crypt Horrors were right on top of my
Thunderers and BSB, and a volley was not realistically going to
change anything. I decided I had to gamble if I was to salvage the
situation at all, and charged them instead. This would give me a
Strength bonus, and represented the only real chance to hurt the
unit. Unfortunately the Horrors were higher Initiative, and went
first. And it was bad. Very bad. With 22 attacks on 4s and 4s (with
poison), I think they killed 8 or 9 of my guys. I believe I had saved
a single guy on 5+ with parries. I then retaliated impressively,
doing a grand total of 2 wounds after saves. It was an utter
disaster. My unit managed to hold for a turn thanks to banners and
charging (and a low break test roll), but they were utterly doomed.
The gamble had most certainly not paid off.
Things
did not really improve in Viv's turn. I had had to place my second
Gyrocopter in the path of the Ghouls to prevent them from charging in
to assist the Crypt Horrors (had I known how that combat was going to
go, I would not have bothered). This meant it got charged, broken and
run down just as the Black Knights charged and slaughtered the other
one before reforming to menace the Irondrakes once more. The
Vargheists charged into the flank of my Irondrakes, although I
reduced the damage slightly by stepping across with my Lord. My unit
was steadfast and reformed to face the enemy, but they had little
time before the Black Knights were going to arrive (in what was now
their flank).
The Irondrakes reform to face the Vargheists and struggle on. |
The
Zombies on my right side charged the Rangers, however they
underestimated the potency of the unit's stand and shoot reaction,
and got wiped out in the subsequent combat, leaving me free to
threaten the Ghouls.
The right flank, looking a whole lot better than things were elsewhere. |
The Dire
Wolves behind my lines tried to charge the Cannon, but didn't make
the distance, buying me a turn. Of course, there was a unit of Bats
looking meaningfully at me as well, so the next turn was likely to go
worse.
The
ongoing combat between the Thunderers and Crypt Horrors ended much as
it had begun – very one-sidedly. My guys were thrashed again, and
this time I broke and lost my BSB as well as the unit. I now had no
centre to speak of. Magic hadn't been so forgiving this time either,
as the Black Knights regained all of their lost models (except the
dead Vampire BSB, of course).
The Irondrakes fight on bravely, much good it will do them. Pity about the gap where the Thunderers had been. |
So in a
single turn I had lost my Thunderers, BSB, both Gyrocopters, and my
Irondrakes and Lord were trapped and doomed. Things were going
exceedingly badly. In my turn I did what little I could. Bugman's
Rangers charged the Ghouls and they proceeded to thrash at each other
for the rest of the game, with Bugman and maybe a couple of other
Rangers emerging victorious from the combat in the closing stages. My
Quarrellers were prevented from joining the Rangers by a pair of Fell
Bats, so settled for charging those instead.
I was
doing a decent job of cleaning off peripheral junk, but I was going
to lose to the real units in the Vampire army. In fact, I was going
to get wiped off the table in short order. I had to do something to
make an actual game of it, and I could only see one real chance. I
swallowed my pride, and fired my Cannon at the Vampire Lord. He was
protected once more by a proper unit of Black Knights, but of course
Viv rolled a 1. I wounded, he failed his 4+ ward save, and I blew the
Lord off the table with 5 wounds. I then failed to wound the Black
Knight immediately behind him, but strangely nobody cared. It's
ridiculous how often this cannon-sniping nonsense seems to succeed,
and I felt exceedingly dirty. I was also unconvinced that my
dastardly tactics would be enough to win me the game...
My
Irondrakes continued to struggle against the Vargheists, and were
rapidly losing models. My unit was still steadfast and held its
ground, but that would soon change. My Lord was more interested in
waving his axe around impressively than trying to kill the beasts and
help his unit. I was going to have to have words with him after the
game.
The loss
of the Vampire Lord saw Viv start taking a swathe of crumble tests,
however the impact of this was limited. The remaining Fell Bats were
reduced to a single wound, and this proved insufficient as they
charged the Cannon alone and were finished off. I think the Dire
Wolves that had also been threatening the Cannon crumbled outright.
The Zombies up in Viv's back lines (they had deployed deep to
discourage me from using my scouts sneakily) failed a few times, but
I think there were a few left by the end of the game. I'm not sure
any of the other units ever actually took any wounds from the
crumbling tests – I get the distinct impression that they didn't
really like their Lord, and didn't miss him in the slightest...
The
Black Knights did indeed flank what remained of my Irondrakes, and my
Lord stepped across to challenge the remaining Vampire. We did a
wound to each other, however the rest of my unit was wiped out by the
Vargheists. I was left with a Leadership 3 break test without a
re-roll, and passed it with great skill (it was more than a little
outrageous). Maybe I would keep my Lord after all!
My Lord fights on, all alone. |
By this
point we were just about into the end stages of the game, and
starting to run out of time. The Crypt Horrors continued their
advance and accounted for my Cannon. In the second round of their
challenge, my Lord finished off the Vampire, but lost combat by 2 and
broke on Ld 8. Apparently 3s are easier than 8s – go figure. He was
run down unceremoniously, and at this point my only remaining
character was Mr Bugman. I guess that's not so bad – I'd removed
all of the enemy characters! My Miners took their time in
arriving, and when they did, they sauntered onto the table a little
before finding themselves with the Crypt Horrors, Vargheists and
Black Knights all looking at them. I ended up fleeing from the Black
Knights in order to leave them stranded with a potential flank charge
from the Quarrellers, but my Miners left the field immediately.
The Cannon actually fended off the Crypt Horrors for a turn before succumbing to their attentions. |
The Rangers and Ghouls all but wiped each other out, but in the end the presence of Bugman was probably the difference. |
The game in its late phases, with the Quarrellers waddling steadily sideways across the field. |
Huzzah, a chance to use our great weapons! |
I did
manage to make the flank charge on the Black Knights and my
Quarrellers destroyed them impressively with their great weapon
attacks. I discovered later that these last stages had become a bit
of a jumble for Viv as we tried to speed up the game, and that he
felt he would have done more to intercept me with the Crypt Horrors,
given a bit more time. I felt a bit bad about this, however there
wasn't really much I could do at that point, and I wasn't aware of
having rushed him.
When the
game ended, Viv still had his Vargheists, Crypt Horrors and (I think)
a handful of Zombies. I still had my Quarrellers and the shattered
remnant of Bugman and his Rangers. I had just about salvaged a draw,
however it's fair to say that I would have been soundly thrashed
without my despicable Cannon shot.
Result:
14-16 (14.2-15.8 after comp)
I think
this post has gotten long enough, so I might stick to the first 2
games for now. The other 3 will come later.
Great report as always! I like the zoom ins and captions in particular. Feels more like a "miniatures" point of view and definitely makes the whole story more alive! Well done and looking forward to reading part 2!
ReplyDeleteCheers! I experimented this time by taking a proper camera instead of my usual mobile phone efforts. Makes the close-ups more of an option.
DeleteI am also a fan of the tongue-in-cheek commentary and beautifully painted miniatures. Well done, yet again!
ReplyDeleteThanks, glad you enjoyed it!
Delete