Monday, 3 February 2025

Cancon 2025 Aftermath - Part 1

A Bloodthirster went to Cancon, and met many interesting people. There were few survivors. Cancon this year involved a 6 game Warhammer: The Old World tournament spread across 3 rather warm days in Canberra. I took Daemons of Chaos, having dabbled previously at Axemaster with Dwarfs. This is my story...

My Army (2389 points)

  • Bloodthirster of Khorne with Armour Of Khorne, Bloodflail
  • Daemon Prince (Level 4, Daemonology) with Æther Blade, Twin Heads, Heavy Armour, Fly
  • Herald of Khorne on Juggernaut with Hellblade, Light Armour, Daemonic Locus,
  • 16 Bloodletters of Khorne with Full Command
  • 7 Chaos Furies of Khorne
  • 7 Chaos Furies of Khorne
  • 5 Flesh Hounds of Khorne with Vanguard
  • 4 Bloodcrushers Of Khorne with Full Command
  • 4 Fiends of Slaanesh
  • 3 Flamers of Tzeentch with Exalted Flamer (Level 3, Daemonology)
I chose a daemon army for a number of reasons. I had trouble getting through my games at Axemaster, and an army that can't break from combat and can't even choose to flee from charges felt like it might be quicker to play. I had also come to the conclusion that a Bloodthirster might be one of the few things that could really scare huge models like lords on dragons (whilst being nowhere near as tough in return), so that seemed like it might be a fun place to start. 

One of the things I took away from Axemaster was that it is extremely easy to get pushed around by your opponent's magic, especially when they take a whole lot of it. When my Dwarfs had a single level 1 dispeller, I had pretty much no chance of stopping anything. My Daemon army was determined to stand up better in that regard. I had a level 4 wizard in the Daemon Prince (even though that felt like a lot of character points alongside the Bloodthirster), and I was somehow able to get a backup level 3 (in case the Daemon Prince was indisposed) in the form of the heavily upgraded Flamer champion. I wasn't sure this was really a good idea (I still am not sure), but it gave me the giggles, so I went with it.

My army was fast, especially when you consider the Furies and Fleshhounds could all vanguard before the game. The Bloodletters would likely get left behind and probably wouldn't offer much in the games, but frankly I wanted to include some infantry (and some of the proper core warriors that belonged to my nominal "core" Chaos God). No, infantry are not great in The Old World. People would likely shy away from them. All the more reason to take them. (I am very contrary, and like making life hard for myself). 

Did I think this army could win a tournament? Realistically probably not, and my one practice game that I found time for in between painting sessions certainly did not bode well. This didn't really bother me. Hopefully I'd just have some fun waving a Bloodthirster around.

Game 1 - Open Battle
Michael Marston - Wood Elf Realms

  • Glade Lord on Forest Dragon with Great Weapon, Armour of Silvered Steel, Talisman Of Protection, An Annoyance of Netlings, A Befuddlement of Mischiefs
  • Glade Captain Battle Standard Bearer (War Banner) on Great Stag with Great Weapon, Helm of the Hunt, Shield
  • Spellsinger (Level 2, Battle Magic) on Elven Steed with Lore Familiar
  • Spellweaver (Level 4, Battle Magic) on Warhawk with Oaken Stave, Ruby Ring of Ruin
  • 8 Deepwood Scouts with Musician, Hagbane Tips
  • 8 Deepwood Scouts with Musician, Hagbane Tips
  • 5 Glade Guard with Hagbane Tips
  • 5 Glade Guard with Hagbane Tips
  • 5 Glade Riders with Musician, Reserve Move, Hagbane Tips
  • 5 Glade Riders with Musician, Reserve Move, Hagbane Tips
  • 5 Sisters Of The Thorn with Full Command
  • 3 Tree Kin
  • 7 Wardancers with Bladesinger, Additional Hand Weapons
  • 5 Wild Riders with Shields, Wild Hunter, Standard Bearer, Banner of the Hunter King
Wow, straight off the bat I had run into a dragon! I guess I would get to find out pretty early whether a Bloodthirster really could kill a dragon. This tournament was being played without the latest errata (which had been released only a couple of weeks beforehand), so the Sisters of the Thorn were still choosing their spell. I guess the plan was to get 3 copies of Pillar of Fire, which he did.

The battlefield once deployment was completed and my units had vanguarded. Michael elected not to scout forward with his Deepwood Scout units, instead putting them over on my left.

Saturday, 25 January 2025

Axemaster 2024 - Part 3

This is the final part of my Axemaster report. You can find the previous part here, or go back to the start here.

Game 3 - Open Battle
Brian Holland - Vampire Counts

  • Master Necromancer (Level 4, Necromancy) with Spell Familiar, Sceptre Of De Noirot
  • Vampire Count on Zombie Dragon with Beguile, Biting Blade, Armour of Silvered Steel, Talisman Of Protection
  • Vampire Thrall (Level 1, Dark Magic) with Battle Standard, Dark Acolyte, Spell Familiar
  • 10 Crypt Ghouls with Crypt Ghast
  • 5 Dire Wolves with Doom Wolf
  • 5 Dire Wolves with Doom Wolf
  • 20 Skeleton Warriors with Full Command, Thrusting Spears
  • 30 Skeleton Warriors with Full Command
  • 40 Zombies with Standard Bearer, Musician
  • Corpse Cart with Warped Tintinnabulation
  • 20 Grave Guard with Full Command
  • 5 Blood Knights with Full Command
  • 5 Blood Knights with Full Command, Supernatural Horror (Kastellan)

So I was up to my third and final game, but somehow I had only played a total of 7 turns, and not a lot had really happened. Hopefully this game would improve that.

Brian deployed both units of Blood Knights in a forest because he didn't fully understand how the terrain worked. He had fooled me - I had assumed he had some cunning plan I couldn't fathom.
The Zombie Dragon was lurking behind the hill, and seemed likely to cause me problems unless Ungrim somehow got to grips with it and fired up. Well, I had intentionally made my list to be a bit hardened to the threat of dragons, so maybe it would be OK. The Dire Wolves used vanguard at the same time as my Doomseekers and Dragonslayer did.
Being amazing, I got the first turn and advanced bravely in column formations, mainly because I could, and it was another thing my list had been made to do if it found the chance. My shooting removed one unit of Dire Wolves and a chunk from the other.
Slayers were anchoring both of my flanks. I hoped the Doomseeker would find a way to deal with the Ghouls, because I didn't really want them charging the Trollslayers.
Look at that speed! Beer powered columns of marching Dwarfs. So agile. So beautiful.
The Zombies wasted no time advancing in response, aided by Hellish Vigour. The orange template is a Spiritual Vortex that was cast in the first turn and would remain for the entire game. I simply couldn't dispel it, even though I tried.
The Ghouls and Dire Wolves also headed for my lines, but they were rather lacking support.
I considered whether I really wanted to be bogged in what was obviously intended to be a tar pit of Zombies, but they had advanced so close that some of my troops were going to be unable to avoid it. So the drilled Warriors expanded their frontage and charged with support from the other Doomseeker. Between them they did pretty significant damage to the enemy unit.
The Hammerers also shifted into a more battle-ready formation, right next to the nasty vortex.
The Ghouls had come too close to the Doomseeker on my flank, and he made extremely short work of them. The Trollslayers continued across the rather lonely expanse toward the Skeletons, in the absence of any better target.
The Hammerers had gotten close enough to interest the Blood Knights, and they charged in despite Ungrim's presence. This was apparently a sound plan, as they did enough damage to basically prevent any return attacks from the Hammerers, and Ungrim struggled to make decent headway against them.
The Trollslayers eventually engaged the Skeletons, and would spend the rest of the game struggling against them and very slowly losing their own numbers. The Doomseeker did eventually manage to get in to help (he was meant to be there from the beginning), but my units couldn't do enough damage to make real headway. By the end of the game the Skeletons, Doomseeker and Trollslayers were all still there - but the Trollslayers had been reduced to a single model.
The Vampire on her Zombie Dragon had flown up into a possition of prominence on the hill in the centre of the field, and I had a decision to make - open up on it with my shooting and try to start wearing it down, or go the more direct approach and hope for an exciting performance from the Dragonslayer. It was a Dragon, after all (or what was left of one). He assured me that he had this under control. Unfortunately, he was wrong. He couldn't get a blow past the Vampire's saving throws, and narrowly succumbed in return. The presence of the Trollslayers was not enough for me to win the fight (there were too few of them and they are only Open Order), so they got shoved back and the Zombie Dragon was free.
The Blood Knights had badly dented the Hammerers, and would eventually wipe them out (with the assistance of some undead magic, including some of the fallen Blood Knights being raised back to keep fighting). Ungrim battled on, but couldn't get enough damage past their saves to deal with them. I did at one point send my Thane with the battle standard into the flank to help - it was a mistake. The Blood Knight on the end beat him down without even bothering to look at him. It was extremely disdainful (and some pretty hot rolling). That was the only trick I had to try to free up Ungrim. He was still fighting them at game's end.
The second unit of Blood Knights eventually left the cover of the forest and tried to get involved, but my shooting spotted them and removed the unit. 
Having shoved the Trollslayers back, the Zombie Dragon was able to reform to face along my lines and threaten the flank of the Warriors.
The Warriors had busted through the Zombies after a few rounds, and overran into the enemy battle standard bearer. The Corpse Cart had charged in to support her, but with my Lord on shieldbearers in there, it was a losing fight. The Zombie Dragon first charged the Doomseeker (who had overrun a very underwhelming distance, and was now sitting back next to the flank of the Warrior unit). He died very quickly, allowing the Dragon to overrun and fight again against the Warriors.
To begin with the Warriors were able to hold their own, compensating for the damage the Dragon inflicted by finishing up the Corpse Cart and Vampire Thrall. But then the Lord challenged, again trying to perform the role he was meant for - to tank a high power target and protect his unit, buying time. He did it OK, but was taking wounds faster than I had hoped, whilst offering no chance of doing wounds in return against the Vampire's saves. I sent the Slayers into the rear to try to help us actually win a round of combat, but at didn't work... We won combat, but because the Slayers were behind the Dragon, it couldn't be pushed back. This meant the Warriors couldn't turn to face the enemy because they never had the chance to reform. Very frustrating.

Eventually the Slayers got engaged and beaten by the Grave Guard, and the Warriors fell back in good order away from the Zombie Dragon. At that point we were out of time, and the game had to be halted after 5 turns - the closest I had gotten to actually finishing a game, but still not a full 6 turn battle.

I had lost the Hammerers, my BSB and partial points for one unit of Slayers. I had also lost a Doomseeker and the Dragonslayer, but they didn't give up points (unlike the one who was grumpy about still being alive). In return I had killed a unit of Blood Knights, the Dire Wolves, Ghouls, Zombies, Corpse Cart and Thrall. It was enough to buy me a very narrow win, 867 victory points to 618. Yay, not a draw!

Result: 11-9 Win

So with that, the game was over. In conclusion, I had very nearly had the most Dwarfish of tournaments, with nothing but draws. I had been pushed around enormously by magic, finding myself practically incapable of stopping a spell all day (I dispelled maybe 3). I had also found my games running out of time, really badly. I didn't like that, and resolved that my next list would hopefully do something to address all of these issues. On to Cancon! 


Saturday, 4 January 2025

Axemaster 2024 Aftermath - Part 2

This is the second part of my account of Axemaster. You can find the previous part here.

Game 2 - Mountain Pass
Nathan Shipley - Orc and Goblin Tribes

  • Black Orc Warboss on Wyvern with Talisman Of Protection, Trollhide Trousers, Great Weapon, Shield
  • Night Goblin Oddnob (Level 4, Waaagh! Magic) with Idol Of Gork
  • Night Goblin Warboss with Big Boss 'At, Wollopa's One Hit Wunds, Great Weapon, Light Armour, Shield
  • Orc Bigboss with Battle Standard, Ruby Ring of Ruin, Great Weapon, Heavy Armour, Shield
  • Orc Weirdnob (Level 4, Battle Magic) with Buzgob’s Knobbly Staff
  • 19 Black Orcs with The Big Red Raggedy Flag, Full Command, half with Great Weapons and Shields, half with Additional Hand Weapons
  • 10 Goblins with Shortbows, Skirmishers
  • 10 Goblin Spider Riders with Full Command, Light Armour, Shortbows, Cavalry Spears
  • 5 Goblin Wolf Riders with Cavalry Spears, Shields
  • 30 Night Goblins with Full Command, 3 Fanatics, Netters, Thrusting Spears, Shields
  • 21 Night Goblins with Full Command, 2 Fanatics, Shortbows, Da Spider Banner
  • 12 Orc Boar Boys with Full Command, Big Un's, Waaagh! Banner, Cavalry Spears, Heavy Armour, Shields
  • Orc Boar Chariot

  • So more Orcs and Goblins, this time with a proper number of Orcs and Goblins and no Trolls at all. Played down the length of the table (realistically just giving us a narrower deployment zone). Nathan definitely approached this game like he knew what he was doing. I guess at least that made one of us...

    All lined up and facing each other... Sideways. That Black Orc by himself was a placeholder for the whole unit (including BSB and Weirdnob/Great Shaman) because the hill was interfering.

    Wednesday, 1 January 2025

    Axemaster 2024 Aftermath - Part 1

    Well, it has certainly been a while. I don't think I've ever gone 6 months without a blog post before. I am ashamed, and don't really have a good excuse.

    In recent months my hobby efforts have been a bit all over the place. I've spent a fair bit of time painting battlemechs and vehicles for Alpha Strike, I've refurbished a whole ton of cheap snow-covered trees into various shades of green and red, and I've played the odd game.

    A whole lot of Steiner vehicles in Lyran Guard colours.
    Many many trees getting the green treatment.
    A game of Alpha Strike against Clan Wolf.
    Even games of Battletech can start to look appealing once you introduce some 3D terrain.
    This was a larger Old World game against Sean's Beastmen.
    This game was a failed attempt to make Empire infantry work against High Elf cavalry (and pillars of flame). A cautionary tale.

    Anyway, whilst all that was happening, someone decided we should run an Old World Axemaster tournament, and so of course I declared I would enter it. I think it was kind of intended as a practice event for Cancon (both of them are 2400pts), so all I had to do was decide what army to take. Ummm.... yeah.

    I spent a lot of time thinking about various plans, being dissatisfied with them, and changing to different plans. I stared at Ogres a lot. Like, it was a whole lot of staring. You would have been impressed. But nothing ever came of it. My Ogres give me headaches at the moment. In the end I decided I would take Dwarfs, because I had bought a beer pony and Doomseekers, and needed some motivation to paint them.

    Axemaster was just a one-day, 3 game event. I admit I might not have prepared for it in as dedicated fashion as I probably should have. But Cancon is a 3-day, 6 game event that's occurring in a few weeks... and I intend not to prepare for that as well as I should either. So like I say, Axemaster was good practice...

    Given the tournament was in the lead-up to Christmas, it's taken me a long time to get around to putting together this blog post. Some of the details are pretty hazy, so bear with me.

    Dwarf Royal Clan (2400 points)

    • Ungrim Ironfist
    • King on Shieldbearers with Rune of Fortitude, Rune of Preservation, Master Rune of Gromril, Great Weapon
    • Dragon Slayer with Rune of the Dishonoured, Great Weapon
    • Runesmith with Battle Standard, Rune of Spellbreaking, Great Weapon, Shield, Full Plate Armour
    • 10 Quarrellers with Full Command, Shields
    • 20 Royal Clan Warriors with Standard Bearer, Veteran, Shields, Drilled
    • 8 Slayers with Great Weapons (2 Giant Slayers with Additional Hand Weapons, 1 with Standard)
    • 8 Slayers with Great Weapons (2 Giant Slayers with Additional Hand Weapons)
    • 19 Hammerers with Full Command, Drilled
    • Bugman's Cart
    • Doomseeker
    • Doomseeker
    • Bolt Thrower with Rune of Skewering
    • Bolt Thrower with Rune of Skewering, Stalwart Rune
    • 6 Irondrakes with Standard Bearer, Ironwarden with Trollhammer Torpedo
    • 6 Irondrakes with Standard Bearer, Ironwarden with Trollhammer Torpedo
    So that was my army. Lots of units, not a lot of war machines, but theoretically enough shooting to make a high value target think twice about just messing around in front of my lines. I was admittedly worried I'd run into an endless wall of dragons. The King was primarily a tank to give me another thing to try to hold one up. Most of my list would be annoying for a dragon to try to pick off. I didn't really think I could kill one unless something funny happened with Ungrim, but I just didn't want it to be a procession. I also took almost no magic defence, figuring I'd just have to ride the magic out. That may have been a mistake...