Game
6: Battleline
Nathan
Goodchild, Daemons of Chaos
My
Boast: Hold Out (keep enemy units out of my deployment zone)
- Demon Prince of Nurgle (Level 3, Lore of Nurgle) with Flight, Chaos Armour, Exalted Gift (chose something that lets him re-roll Winds of Magic)
- Herald of Tzeentch (Level 2, Lore of Tzeentch)
- Herald of Nurgle BSB (Level 1, Lore of Nurgle) with Greater Locus of Fecundity, Greater Gift (chose Fencer's Blades)
- 10 Horrors with Standard
- 25 Plaguebearers with Full Command, Banner of Swiftness
- 3 Screamers of Tzeentch
- 3 Screamers of Tzeentch
- 1 Beast of Nurgle
- 1 Beast of Nurgle
- Soulgrinder of Nurgle with Daemonbone Claw, Harvester Cannon
Comp
score: 5
After
the debacle of the game against Chris, I figured I would drop back
into the pack a bit. Apparently this wasn't really the case as there
were a group of us milling about on very similar scores, with just
Chris running off with things courtesy of the springboard I had
provided. My final opponent was to be Nathan Goodchild, who had
travelled all the way down from Queensland for the event. I had never
played him before, so was looking forward to it. I could only lament
how much tougher my draw had gotten in the latter stages of the
event, however. My final 4 opponents had all either been ranked no 1
in the country or won the Masters in relatively recent memory. No
wailing upon inexperienced tournament players for me, it seemed.
Nathan
was running a borrowed Daemon army for the event, as his Skaven had
been unable to make the trip with him. The borrowed army was not
really holding him back, however. If his dice had been a little
better in the previous game, he would have been well ahead of me
instead of barely in front.
I
confess I was slightly concerned about the match-up. The big block of
Plaguebearers looked nigh-on impregnable for my army, and the
Soulgrinder was not exactly a push-over. I was at a big disadvantage
in the magic phase, and then there was the Nurgle Daemon Prince. Oh
well, at least he wasn't the 1+ armour save, unbreakable,
self-healing Warriors of Chaos version. Still, I would need a good
contribution from my Ironblaster to help soften the big stuff.
You can
imagine my disappointment then when I started by misfiring and
blowing the cannon off the back of the Ironblaster, leaving it just
an Ogre driving a Rhinox chariot. Bummer. Plan B, then. Was there a
Plan B?
The rest
of my army had moved up fairly aggressively. The Sabretusks went
round on the left flank, threatening the Horrors and the Tzeentch
Herald hiding therein. The Tyrant went for the right flank instead,
looking to work his way around and maybe clean off some of the
smaller stuff like Screamers or individual Beasts of Nurgle. My
regular Ogres moved up into a forest and discovered it was a Mushroom
Forest, so they'd be taking a stupidity test the following turn. The
Leadbelchers stepped up beside them and knocked a wound off a Beast
of Nurgle. Not exactly a devastating opening, given the cannon was
now gone.
Nathan
responded by moving his Plaguebearers up aggressively, using their
whole 10" of movement thanks to their Banner of Swiftness. The
Soulgrinder shot across the lines and stopped in front of my
Sabretusks - apparently letting them eat the Horrors was not part of
the plan. Screamers flew over my Tyrant and wounded him, before
landing out of his sight. The other unit landed behind the Sabretusks, wounding them in the process. The Beasts of Nurgle moved up aggressively,
whilst the Daemon Prince lurked behind the lines and bided his time.
I don't recall taking any real damage from the Daemon magic, and
Reign of Chaos did maybe its only damage of the game when it took a
wound off the Leadbelchers. After all the dire things I've heard of
it doing, I was braced for far worse. I got lucky there.
The way is shut. Guess we'll have to go the long way around! |
My Tyrant gets slashed for a wound by the Screamers. They're kind of annoying, those things. |
The Plaguebearers and Herald shoot forward 10" |
With how
quickly the Plaguebearers were advancing and how little ranged
potential I had left, I decided I would have to play aggressively if
I wanted to take anything from the game. This was now Plan B. My
Ironguts went into the Plaguebearers. The Hunter left his Sabretusks
behind to block the Soulgrinder, and charged into the flank of the
Plaguebearers. The Mournfangs charged into the advanced Beast of
Nurgle, but that was just to help my Tyrant who shot across into its
flank, then when it fell apart from combat resolution (unbelievably I
couldn't kill it outright with 3D3 Strength 5 impact hits and 19 attacks ranging from Strength 5 to 7), he used his overrun to slingshot into the
other flank of the Plaguebearers. I had bitten the bullet and charged
them from 3 directions at once, including all of my characters. You
might consider it a gamble. The combat was to occur right next to yet
another strange piece of magical terrain - the one where everything
within 6" was wounded more easily with a +1. This would count
both for and against me, but it should ensure things died.
All in. Well, I am committed now. |
The Daemon Prince watches proceedings with interest. |
My Ogre
Bulls failed their Stupidity test and shambled most of the way out of
the forest they were standing in, but I refused to learn from this
and swung my Leadbelchers about and walked into the same forest with
them. Sure, they'd be testing for Stupidity. But it got the trees out
of the way so they could shoot at the Screamers. I shot one of them
to death, and the rest decided to retreat the following turn,
skulking in the back corner of the table for the rest of the game.
Stupid Ogres. They made sure to shamble a good 6" to ensure the flank was well and truly open. |
The main
combat was suitably messy. The breath weapon of the Firebelly only
managed to do a single wound to the Plaguebearers (despite the +1 to
wound), but that was enough to negate their Regeneration for a turn.
The Herald declared a challenge and I ended up deciding to accept
with the Irongut unit champion, as at WS 10 and -1 to hit, none of my
guys were going to make great progress against him. As it was, the
Herald hacked him down in a single round before he could swing. I
think the Plaguebearers killed another Irongut, but my combined
forces did more wounds in return. Steadfast meant none of the Daemons
perished due to the combat result, but that was to be expected.
Nathan
responded to my aggression by charging the Daemon Prince into the
flank of my Tyrant. The Soulgrinder charged the Sabretusks, killed 2
of them and broke them, and they spent the next couple of turns
fleeing before making it off the table whilst the Soulgrinder
reformed and looked for better things to do. The remaining Beast of
Nurgle charged the flank of my stupid Ogres, but couldn't make much
headway because of their Steadfast.
My beautiful doggy-cat sabretusk wolf things! The Soulgrinder sends them on their way with casual ease. |
I
managed to fend off the worst of the enemy magic (I think Nathan
might have failed to cast Infernal Gateway with a pretty poor roll
which helped), so we got on to combat. I asked if there were any
challenges, and Nathan had a brain fart and completely forgot what he
had been planning to do. He challenged with the Herald again, and my
Tyrant immediately accepted. The Nurgle Daemon Prince (who was only
in contact with the Tyrant) was left face-palming and contributing
little to the combat. Nathan immediately realised his mistake and was
pretty stroppy with himself, but it was too late. The Herald fought
well, spending a long time shrugging off the attentions of the
Tyrant, and made me take about as many saves as the Daemon Prince
would have (admittedly thanks to some pretty good poison and wound
rolls). The difference was that the Daemon Prince didn't get to
attack anything, whereas the Herald could have. The rest of the
combat was a bit of a disaster for the Daemons. The Firebelly managed
to land a wound with his regular attacks, which meant Regeneration
was not a factor again. I rolled better for damage now than I had the
previous round, and Nathan rolled poorly for saves. I ended up
winning the combat by 6, and the Daemon Prince promptly exploded due
to instability, without having had a chance to swing his weapon in
anger.
The combat grinds on. You will note the absence of any Daemon Princes. He had already been and gone. Missed the photo moment because important things were happening. |
The Ogres recover from their earlier stupor and reform to face the attacking Beast of Nurgle. |
The loss
of the Daemon Prince was a massive swing in my favour, but I knew I
was going to struggle to finish off what was left. The Soulgrinder
looked pretty much impregnable, the Plaguebearers were still going to
take some shifting, and I could see myself struggling to pin down the
remaining elements. My suspicions grew when I declared a charge with
the Mournfangs on the Screamers lurking behind the Plaguebearers, who
would really have just provided a springboard into the Horrors. It
was an easy charge, and I stuffed it up with an abysmal roll. Not
good at all.
In my turn the Plaguebearers continued to dwindle. |
My
Leadbelchers predictably failed their Stupidity test (Ld 9
notwithstanding) and staggered along in the wrong direction. That
whole flank was a bit of a disgrace. The Ogres fighting the Beast of
Nurgle reformed to face it after the first round of combat and
started swinging at it in earnest for a few rounds. They made little
progress, but eventually the Screamers (who had been granted a new
lease on life when the Mournfangs failed to deal with them) came
around the flank and broke my unit when I failed a Steadfast test.
They fled badly, the Beast ran them down and crashed into the flank
of the Leadbelchers, and broke and ran them down as well (no
Steadfast for them in their stupid Mushroom Forest). The Beast
emerged victorious near my table edge and capered about happily in my
deployment zone, taking my Boast points away and contributing to
Nathan getting his (he was after table quarters).
OK, so this happened a little later on, but I just described it and it didn't affect anything else. Here my Ogres were just starting to get the Beast's measure, and the Screamers arrived. |
The Screamers ensured I lost combat again, and this time I failed my Steadfast test, fled feebly and was cut down. Now it was the Leadbelchers' turn to suffer. |
They didn't last long. That Beast of Nurgle had a lot to answer for. That whole flank was totally his fault. |
Oh dear. My Hunter may be in trouble. |
On the
other flank, the Soulgrinder charged into the rear of the Hunter as
he was minding his own business, hacking away at the Plaguebearers.
He was accounted for pretty quickly, and the enormous monstrosity
ended up in the flank of the Ironguts. After his earlier disaster
when the Daemon Prince was around, Nathan rolled a whole lot better
with the saves on the Plaguebearers, and I was struggling to whittle
them down. For the second game in a row I forgot to reform my unit
across to increase my fighting models (the challenge was reducing my
attacks). Silly mistake, really. I actually lost combat by 4 in one
round (just wasn't doing any damage), but somehow both my Tyrant and
Ironguts held their ground by each rolling a 3 without even needing a
re-roll. So I had dodged a bullet there.
My Mournfangs discover that Infernal Gateway does not agree with them. |
My
Mournfangs were not so fortunate. Immediately after failing their
charge against the Screamers, they found themselves the target of
Infernal Gateway, which blasted 2 of them to pieces. The remaining
model held his ground, but copped the same spell the following turn,
which struck with 3D6 Strength 10 hits. There were no survivors.
The Herald holds out after the Plaguebearers are all gone. Man that guy is stubborn. |
Once
again my game had pretty much been reduced to a single multi-unit
grind. The Soulgrinder threatened to tip things fatally against me,
so I gambled and charged the cannon-less Ironblaster through a forest
and into the flank of the Soulgrinder. There was every chance the
thing would turn and crush it with its claw, but I needed the combat
resolution. Somewhat hilariously, I did no damage with the impact
hits but the Gnoblar crewman bravely clambered up and poked the thing
in the eye! Bonus combat res! The Soulgrinder repeatedly failed to
catch my models with Initiative tests, and generally didn't roll all
that much damage. After a couple of rounds, it collapsed due to
instability, despite the Horrors having charged my Tyrant in the
flank to try to swing things back in Nathan's favour.
Both sides reinforce the combat in the hopes of swinging it in their favour. The Herald finally died, eventually breaking things into 2 separate combats. |
This
game was actually the first one where my opponent and I ran out of
time. We had to call it quits after 5 turns. In the closing phases I
had finally finished off the Nurgle BSB (I think he crumbled in the
end, after my Tyrant repeatedly refused to hurt him), and then the
Horrors tickled my Tyrant to death with their fearsome Strength 3
attacks. He was the last thing to fall, and the game was over.
How things ended. We should have had one more turn, but we ran out of time just as the Tyrant and Soulgrinder perished. What a mess. |
In the
end I had killed the Daemon Prince, Soulgrinder, Plaguebearers,
Nurgle BSB and a Beast of Nurgle (my Tyrant may have also killed the
Tzeentch Herald in their opening exchanges - I don't recall). I had
lost my Hunter and Sabretusks, Tyrant, Ogre Bulls, Leadbelchers and
Mournfangs. It came out as a very marginal 9-7 win to me, which
became a 9-11 loss before comp because of the Boasts...
Result:
9-11 (11-9 after comp)
So comp
had carried the day, and turned 2 losses into a draw and a small
victory. Hooray for dreadful list composition!
Somewhat
surprisingly given my second day, I finished the event in 4th place
out of 62 players. Not bad at all. Mr Cousens did indeed win the
event, thanks largely to having farmed me for a million points in our
game. Shameless exploitation of my Ogres, it was. All in all it had
been a very enjoyable event, and I'm glad I made the trip.
Thanks for reading!
Great stuff.
ReplyDeleteWhat was your final take on the boasts before each game- worth flowing on to other tournaments?
The boasts were really good. They gave a slightly different focus to each game, and being forced to use a different one each round meant that there was a planning aspect that I largely ignored. As a result, I had used my 3 easiest ones on day 1, and struggled to achieve any of them on day - and paid for it in battle points. Was great to achieve my boast in the one game where I was actually wiped out and the Watchtower bonus cancelled all the damage I had done - made it feel like I had still achieved something.
DeleteGood read. I'm glad i'm not the only one who struggles horribly against over performing Beasts.
ReplyDeleteWonderful battle reports and fantastic blog. A massive inspiration to create a blog of our own. If we can achieve half of the epic-ness that you have here we'll be very happy! - PTG (early days)
ReplyDeleteThanks! Good luck with the new blog!
Delete