Well
Axemaster is done and dusted, so it's time for another tournament
report!
This
time around the event was something a bit unusual in the local scene.
It was run based on the SCGT pack, which allocates comp scores using
"hard" and "soft" selections. The comp scores
have no impact on overall score, but are instead used to modify
roll-offs to determine what deployment rules will be used, table
sides, and the first turn. That being the case, there was a good
argument for fielding a pretty hard list, provided that you didn't
care much about going first. Naturally I ignored this perfectly sound
reasoning and entered a comp 9 out of 10 list.
I've put
my list up before, but here it is again:
- General of the Empire
- General; Great Weapon; Full Plate Armor; Shield
- White Cloak of Ulric
- Imperial Griffon
- General of the Empire
- Great Weapon; Full Plate Armor; Shield
- Ironcurse Icon
- Dragonhelm
- Imperial Griffon
- Captain of the Empire
- Lance; Full Plate Armor; Battle Standard
- Enchanted Shield
- Talisman of Preservation
- Imperial Pegasus
- Swift as the Winds
- Luthor Huss
- Barding; Great Weapon; Heavy Armour; Warhorse
- Battle Wizard (Level 2, Lore of Light)
- Battle Wizard (Level 2, Lore of Metal)
- Battle Wizard (Level 1, Lore of Beasts)
- Dispel Scroll
- 14 Knights of the Inner Circle
- Barding; Lance; Full Plate Armor; Shield; Standard; Musician; Preceptor
- The Steel Standard
- 40 Halberdiers
- Halberd; Light Armour; Standard; Musician
- 5 Detachment - Archers
- 5 Detachment - Archers
- 5 Demigryph Knights
- Barding; Lance; Shield; Standard; Musician
- Banner of Swiftness
- Steam Tank
Comp
score: 9
Game
1
Viv
Gleeson, Vampire Counts
Vampire
Lord (Level 4, Lore of Vampires) on Barded Nightmare with Heavy
Armour, Great Weapon, Red Fury, Talisman of Preservation, Black
Periapt
Vampire
BSB (Level 2, Lore of Death) on Barded Nightmare with Heavy Armour,
Shield, Dragonhelm, Dawn Stone, Lance
Necromancer
(Level 1, Lore of Shadow) on Nightmare with Book of Arkhan
Necromancer
(Level 1, Lore of Vampires) with Dispel Scroll
40
Ghouls with Ghast
10 Dire
Wolves with Doom Wolf
10 Dire
Wolves with Doom Wolf
20
Zombies
8 Black
Knights with Hell Knight, Standard
5
Vargheists
5
Vargheists
9
Hexwraiths
2 Fell
Bats
Comp
Score: 3 or 4
My first
opponent was Viv Gleeson, whose Vampire Counts I had encountered
previously at Convic when I was running Dwarfs. During that game I
had been forced to shamefully cannon-snipe his Vampire Lord from his
unit in order to salvage a draw from what was going to be a whitewash
loss. All of the talk in the lead-up to this game was naturally about
how I was going to do it again, and how Viv was already mentally
prepared and totally OK with it...
I came
into this game having had no practice whatsoever with my foolish
list, so I was largely making things up as I went along with my
deployment. By the time Viv had started placing things he even
half-cared about, I was completely finished. I went for a strong
right flank with nothing on my left. The Steam Tank was to be the
anchor in the centre.
After deployment and vanguard moves. |
That is a fast flank. Curse the tall Hampton Hills blocking my line of sight to those Hexwraiths! |
My forces advance in a more or less unified fashion. The general made a point of flying within 18" of the Steam Tank to protect it a bit from Spirit Leech. |
The Steam Tank lining up the Black Knights, doing its best to ignore the Hexwraiths. |
Closing the gap. |
Those infantry had no interest in leaving their deployment zone (the Necromancer is lurking in the Zombies behind the horde of Ghouls). |
The Vampire Lord, BSB, Necromancer and Black Knights all crash into the Steam Tank. Not at all how I saw things going. |
The Vampire forces swing around my left flank. |
Vargheists land to prevent my Demigryphs and Knights from flanking the Black Knight bus. |
A Wind of Undeath parks itself in front of my Halberdiers, meaning they can't go anywhere either. It's the circle on this end of the confusing template... |
In my
turn I charged the Demigryphs into the Vargheists blocking their
path. I tried to hit them in the flank with the Griffon over on my
right flank, but it needed a pretty long charge and didn't make the
distance, splashing around in the mud of the swamp instead. So long
as he was having fun, I guess. I considered putting my general's
Griffon into the flank of the Black Knights by flying over the
blocking units, but for the first of many times over the course of
the event, I decided his presence would do more harm than good. The
Steam Tank would have to fight on alone for a while. For its part, it
ground a couple of Black Knights to dust and took a couple more
wounds from its assailants (the Black Knights and lesser Vampire no
longer had their lance bonuses, so it promised to be a long combat
unless the Vampire Lord really fired up).
During my second turn. |
My
Demigryphs hit the Vargheists pretty hard, knocking off a few of them
after combat resolution for the loss of a couple of wounds in return.
I reformed along to pull my flank further from the Ghouls lurking in
Viv's deployment zone. I didn't want them interfering.
The Vargheists cop a bit of a hiding. |
My left flank under assault, with the Vargheists picking on the poor Halberdiers who had been unable to reform due to a very close Wind of Undeath. |
The pivotal combat, with the Hexwraiths looking to bolster the Vargheists. |
My Griffon on the right flank is picked on by Dire Wolves, hoping I will stuff up my rolling in the challenge. |
The challenge is over and I didn't even have to test. Hooray! |
The
Steam Tank continued to hold off the enemy whilst the Demigryphs did
their best to hammer the Vargheists. I left one of them on one wound,
and although I took some damage in return, the Hexwraiths did nothing
(which was lucky). I ended up winning combat by 2, which meant that
despite the undead BSB being nearby, the last Vargheist crumbled.
That left me free to reform to face the 3 remaining Hexwraiths, which
was mainly significant because I was able to pull my unit out of the
path of my Knight regiment. The rescue of the Steam Tank was on.
The
Vargheists attacking the Halberdiers mauled them pretty badly,
killing almost half the unit. That was OK, as all I really cared
about was them holding their ground at that point - and they did that
thanks to Steadfast. The Wind of Undeath had wandered off by now, so
they were also able to reform to face the Vargheists in a 5-wide
formation.
The Halberdiers reform to face their assailants, whilst the Demigryphs do the same to pull their formation out of the path of the Knights. |
On my
right flank the Griffon smashed free of the rest of the Dire Wolves.
Bolstered by Speed of Light, my Halberdiers did significant damage to
the Vargheists before they could strike and took little in return.
The Hexwraiths made no progress against the Demigryphs because of my
suddenly massive Weapon Skill. And in the main combat, the Vampire
BSB issued a challenge to try to limit the damage my charge was going
to do. Luthor Huss accepted and used his once-per-game ability to
buff his WS, Strength, Toughness and Attacks by D3 (he rolled a 2).
He then shrugged off the Vampire's efforts before bludgeoning him
down with his Strength 8 great weapon. The Knights murdered all of
the remaining Black Knights, the Steam Tank's steam turret burned
away the Necromancer, and suddenly the Vampire Lord was all alone,
flailing hopelessly at the Steam Tank as he tried to improve a combat
that he was losing by 13...
As far as imaginary war photographers go, I am the worst. I completely missed a photo of the combat whilst there were still enemies there... |
With the Black Knights and Hexwraiths gone, the Vampire Count army is basically done. |
Viv
declared that he learned numerous things from this game, one of which
no doubt was that Steam Tanks are not easy to budge. In a couple of
places I had been fortunate, as my Demigryphs did exactly the damage
required to reform out of the way of the Knights, and the
irresistible Speed of Light gave me a strong advantage where I might
otherwise have found things more difficult. In the end it had all
worked out very well for me - I hadn't actually lost any units.
Great battle report. Looking forward to the next one. One of the best feelings is winning a game that you thought was almost a foregone conclusion at the start.
ReplyDeleteCheers. I wouldn't say I thought the game was a foregone conclusion, really - I just figured the Hexwraiths could cause me a headache. With the comp pack having made the blender Vampire slightly less frightening (no ASF rerolls) the rest of the game felt like it would be OK.
DeleteNice game, just a quick side note, your opponents list was illegal since necromancers is only allowed to choose lore of Death and Vampires, not shadow
ReplyDeleteThat is most likely my fault. I do all these lists from memory, so I probably mixed the Lores on the BSB and the mounted Necromancer.
DeleteNice Batrep. like your Empire paint scheme!
ReplyDeleteLove those ogres (?) in the halberd unit.
ReplyDeleteFMB
Cheers. Yeah, the Ogres were created as unit fillers, although I can now field a small Ogre Kingdoms army of them in their own right, as I did in the previous tournament.
DeleteGreat report!
ReplyDelete