Game 4 - Meeting Engagement deployment
Adam Camilleri/Admiral Calamari, Ogre Kingdoms
- Skragg the Slaughterer
- Bruiser, BSB, Rune Maw, Great Weapon
- Firebelly, Level 2, Additional Hand Weapon, Ruby Ring of Ruin, Dispel Scroll
- 9 Ironguts, Full Command, Look out Gnoblar, Banner of Swiftness
- 3 Ogres, Additional Hand Weapon, Bellower/Standard
- 10 Gnoblars, Standard
- 10 Gnoblars, Standard
- 10 Gnoblars, Standard
- 8 Maneaters, 4 Additional Hand Weapon, Banner/Musician, Gleaming Pennant, Scout/Poison
- 4 Leadbelchers
- Gorger
- Gorger
- Gorger
- Sabretusk
- Sabretusk
- Sabretusk
- Ironblaster
Comp Score: 4
Well after winning too many games on day 1, I guess it was inevitable that I would eventually find my way onto Table 1, where Adam had been making himself at home for the last couple of rounds. He had even dealt with the unstoppable silliness of Tim's army using my 4 Wyverns.
Looking at Skragg's rules, I decided that the only way to kill him would be to do it before he got into combat with my infantry. Once he started wading through single wound models, he'd quickly become too tough to handle. So my basic plan was to murder him with Durthu. I also noted all the Gnoblar units with standards - clearly Adam had paid attention to the player pack when he'd made his list.
If I am honest, I made a few mistakes in this game. Again we were using the Meeting Engagement deployment rules. Adam won the roll to choose sides, and had to deploy his whole army before me (except the Maneaters and Gorgers. So half his army, I guess). I then deployed knowing that he would probably have the first turn, and I kind of got ahead of myself. Without having to worry about elements starting in reserve, Adam had deployed the bulk of his forces fairly centrally on the front of his deployment zone. I spent too much of my attention trying to ensure my main elements were within Alarielle's circle of influence, and failed to remember that his gutstar had the Banner of swiftness. I put my key unit far too close to the gutstar, basically. He only needed something like a 7 on the dice to charge me in the first turn. I had put Durthu a bit further back, for some reason convinced that he was in greater danger. My other mistake was what I did with my Dragon Princes, Dryads and Unicorn Mage. I put them all a fair distance from my main forces, intending to guarantee that I could seize the two table quarters to my right, and sweep on around the enemy flank/rear. Something about those 35 point table-quarter-stealing units of Gnoblars offended me. Maybe the fact that I had completely forgotten a similar unit in game 2 as it lurked outside of the game proper. Anyway, I had allocated several units and the ability to raise more, all for a couple of table quarters when really I should have kept them in a position to assist the rest of my army.
I forgot to take photos of deployment. Here we are in the middle of Adam's first turn. Having failed to charge Alarielle's unit, he set about blocking it up with Sabretusks. I hate those things. |
The table from a wider angle. Look at all that stuff I jammed on the right flank. Idiot. |
Skragg and his mates trying to recover from the efforts of the crazy Firebelly. |
My shooting knocked off a Leadbelcher, but the rest of the unit passed their panic test. The second Sabretusk also perished. Durthu challenged in his combat, and when the enemy unsurprisingly declined, I forced the Firebelly to the back of the pack. Skragg did a wound, then Durthu opened up and smashed him in a single round of combat. Given he is Toughness 6, this was good rolling. I'd like to thank the Firebelly, without whose miscast such things could not have been possible. This was a major blow, as it meant the enemy had lost their Level 4 wizard and general. I was now clearly winning. My enthusiasm was dented somewhat when the Ironguts struck back, and somehow did 4 more wounds to Durthu despite my being within range of Alarielle's regeneration. I think it was a combination of Adam rolling well for the Ogres and me being dismal at the saves. Anyway, Durthu was teetering somewhat on a single wound. If it was my turn next I could have healed him up, but it was not my turn next...
Durthu rampant. Pity he took so many wounds in return. |
I'm pretty sure Adam was convinced he had lost when Skragg fell, but his army fought on. All 3 Gorgers turned up behind my lines which was a little disconcerting. The Gnoblars even fended off the Dragon Princes for a turn (I rolled poorly and failed to knock off their steadfast and then they passed the break test), which was key in delaying my Dragon Princes from returning to assist the rest of my army in any way.
The Treekin continued to embarrass themselves, broke and were run down by the Maneaters. It was bad. Worse was to come, however. The Firebelly continued his impressive display of no self control whatsoever, and cast Fulminating Flame Cage on Alarielle's unit with irresistible force. This time the miscast was a Dimensional Cascade, which sucked him into the warp, damaged the Ironguts all around him, and killed Durthu. The loss of Durthu before he could attack was unfortunate, but the real problem was the Flame Cage of the Everqueen's entourage. If they moved, I could expect to lose about two-thirds of the unit. Very, very bad...
The Treekin are gone and there are almost more enemies behind me than in front. |
My magic phase was another weak one. This was not ideal. Adam no longer had any magic defence, so I could have gone berserk with a decent phase. Instead I managed to just cast Throne of Vines followed by Flesh to Stone. This I put on the Maiden Guard facing the Maneaters, because I was not yet convinced that the other unit would need it. The regiment had 2 Nobles, Alarielle and regeneration. And a lot of weaker attacks that could still bring down Ogres. It might be enough to buy time.
With Toughness 7, the Maiden Guard flanking the Maneaters smacked them about pretty badly and broke them. Unfortunately they outdistanced my pursuit comfortably (I rolled pretty low), which meant they would continue to be a problem and I had no points from them. Bummer.
You had one job... |
Oh, it's all bad. |
The Maneaters had rallied, so my remaining Maiden Guard unit had no choice but to go after them if I wanted to try to salvage the game by harvesting some points. There were only 4 Maneaters to my 18 Maiden Guard. I was definitely a respectable chance to get rid of them and get clear of the horrors behind them... until I failed the Fear test. Suddenly I was WS 1, did little damage, took tons, and I was the one taking the break test. My unit held, but got a Gorger in the rear and eventually the regiment was wiped out. With them went any chance I might have had of fighting back for some points.
Yep, this one is bad too. |
What Elves? If you look carefully in the snow you might see the Everqueen's footprints leading off the bottom of the screen as she scarpered from the field. |
So yeah, I stuffed the game up. I deployed too close to the gutstar and the game was nearly over in a turn. I put too much of my army out of reach of the things that mattered, being too focused on table quarters and cleaning up meaningless units (I did admittedly get those table quarters, and those units survived. For what that was worth). I put what magic I had into protecting my secondary unit because I failed to really establish how much trouble my main regiment was in. And I decided not to move and cop the hits from the Flame Cage when it might have been the right thing to do. After all of that, I had a couple of chances to really take control of the game and it was probably only that irresistible Flame Cage that kept me from winning the thing. Ah well, I got what I deserved.
Result: Loss (0-15) +2 Table Quarters = 2
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