This is the third part of my report from the recent Snake Eyes Warhammer: The Old World tournament. You can find the previous part of the report here, or go back to the start here.
Two rounds into the event, at least we no longer had the absolute minimum number of battle points possible. So we were improving!
Round 3: Undead, Unholy & Unapologetic
These guys were a bit of a curve ball, because they had to change one of their players (and lists) at the last minute. What would have been a Slaanesh Daemon army suddenly became a Lizardman list with 2 Carnosaurs!
Kingsley - “Undead”
Tomb Kings, Mortuary Cults
- High Priest (395 pts)
- General
- Necrolith Bone Dragon
- Warding Splint
- Hieratic Jar
- Necromancy
- Arch Necrotect (90 pts)
- 10 Ushabti (497 pts)
- Greatbows
- Ancient (champion)
- 5 Skeleton Horse Archers (55 pts)
- 5 Skeleton Horse Archers (55 pts)
- 5 Skeleton Horsemen (55 pts)
- Tomb Scorpion (77 pts)
- Ambushers
- The Terrors Below
- Tomb Scorpion (77 pts)
- Ambushers
- The Terrors Below
- Necrolith Colossus (160 pts)
- Casket of Souls (135 pts)
- Necrosphinx (200 pts)
- Envenomed sting
- Necrosphinx (200 pts)
- Envenomed sting
Fletcher - “Unapologetic”
Orc & Goblin Tribes, Nomadic Waaagh!
- Kiknik Toofsnatcha (105 pts)
- General
- Goblin Warboss (192 pts)
- Great weapon
- Wolf Chariot (Third Giant Wolf) Armour of Silvered Steel
- Talisman of Protection
- Goblin Bigboss (125 pts)
- Light armour
- Shield
- Battle Standard Bearer (Da Angry Ladz Flag)
- Giant Wolf
- Biting Blade
- Goblin Oddnob (175 pts)
- Level 4 Wizard
- Giant Wolf
- Waaagh! Magic
- 24 Goblin Wolf Rider Mob (340 pts) Shields
- Cavalry spears
- Light armour
- Reserve Move
- Ambushers
- Close Order
- Horde
- Boss (champion)
- Standard bearer (Da Banner of Butchery)
- Musician
- 2 Goblin Wolf Chariots (111 pts)
- Standard bearer
- 5 Goblin Wolf Rider Mob (60 pts)
- Shortbows
- Feigned Flight
- 6 Orc Boar Boy Mob (190 pts)
- Cavalry spears
- Heavy armour
- Shields
- Big 'Uns
- Boss (champion)
- Standard bearer (The Big Red Raggedy Flag)
- Musician
- Black Orc Boar Chariot (134 pts)
- Great weapon
- Black Orc Boar Chariot (134 pts)
- Great weapon
- Black Orc Boar Chariot (134 pts)
- Great weapon
- Bonegrinder Giant (300 pts)
Toby - "Unholy" "Unexpected" (I don't really know what they were calling him, but he was a last minute addition, so...
Lizardmen
- Saurus Scar-Veteran [311 pts]
- Cavalry spear
- Shield
- General
- Carnosaur
- Glyph Necklace
- Saurus Scar-Veteran [266 pts]
- Cavalry spear
- Shield
- Carnosaur
- 20 Saurus Warriors [301 pts]
- Shields
- Spawn Leader (champion)
- Standard bearer
- Musician
- 20 Saurus Warriors [321 pts]
- Thrusting spears
- Shields
- Spawn Leader (champion)
- Standard bearer
- Musician
- 5 Cold One Riders [216 pts]
- Cavalry spears
- Shields
- Pack Leader (champion)
- Standard bearer
- Musician
- Jaguar Standard
- Bastiladon [175 pts]
- Solar Engine
- 5 Cold One Riders [221 pts]
- Cavalry spears
- Shields
- Pack Leader (champion)
- Standard bearer
- Musician
- War Banner
- 3 Kroxigors [147 pts]
I have no idea which army we led with in the pairings. We were all pretty tired. But somehow I ended up matched against the other Orc and Goblin army. It might have been intentional. On someone's part, anyway...
That Wolf Chariot unit across the way is actually a unit of 2 normal ones, plus a Warboss in a chariot to lead them. The Shaman on his wolf is hiding behind that unit.
There was not a lot on the left flank. Just a little unit of Wolf Riders.
I wasn't entirely sure how I was planning to kill the Bonegrinder Giant. I had hopes that the Mangler Squig might hurt a bit if it got the charge.
I got the first turn and advanced a bit. My Shaman managed to cast Foot of Gork, and planted it right in front of the enemy Chariots.
My Giant decided he had a cunning plan. He would limit how many attacks the Boar Boyz could get against him by keeping his flank near the table edge, and also ensure the Chariot couldn't get in to help him. That should ensure he survived long enough to receive help.
I put the Mangler Squig forward. I don't recall my thinking here. I might have stopped him at the Giant's maximum charge range.
Much good it did me, hey. Oh well. Maybe... this would go OK?
I believe this was an "impetuous mishap". They were armed with bows - this was not their job.
In the middle, the Foot of Gork managed to go in exactly the right direction, straight through both Chariot units and the Shaman behind them. It was amazing - it actually killed the Shaman outright, as well as wounding a couple of Chariots. I think I allowed this charge because I figured the armour of the Boar Boyz would likely shrug off most of the damage from the Wolf Chariots. Had I really processed that there was a Warboss in the Wolf Chariot unit? I don't think so. Oh well.
So. This was exactly what I had played for on the right flank. Unfortunately I had failed to account for something that I don't think Fletcher had even known about. With the way I angled the Giant, if he Gave Ground, he'd be off the table. Oh well, don't lose the combat, butthead...
Kiknik and the ladz arrived behind my lines, which seemed rather unsporting when I had other things to focus on in front of me. Honestly when he was setting them up, I was standing behind them getting big Riders of Rohan at Pelennor Fields energy... I assume Kiknik was giving a good pep talk and shrieking about death a whole lot.
"Spears shall be shaken, shields shall be splintered!A sword-day, a red day, ere the sun rises!"
Idiot Giant... Seriously, when your life is on the line, you kill exactly one Boar Boy? Look, the mistake was mine. He didn't have to be that far across. He just needed to avoid the combined charge with the Chariot. I just didn't think about the Give Ground thing until it was much too late. I think Fletcher was a bit aghast and thought it was pretty dumb, but them's the rules...
I appear to have missed a photo or two. Well... The Bonegrinder Giant mashed the Mangler Squig, but only managed to overrun 4" or something. Not enough to get him clear of the line of sight of the Black Orcs, but enough to put him within reach of both them and the Squig Hoppers.
The Night Goblins released their Fanatics backwards, then turned around and prepared to get mashed. The Fanatics did good damage, but I think they were just 1 wound short of forcing a panic test. Otherwise that could have been a really short cameo appearance...
This was probably about the best case scenario for me. My Shaman couldn't get into range to throw Vindictive Glare at the Giant, but he was heading that way. The Big Boss on his Giant Cave Squig had scared off the Wolf Riders, and now hit the Black Orc Chariot in the rear. Not really his ideal target, but maybe he could beat it and break it...
This combat had not gone as well as I had hoped (probably the Warboss contributed to that), but the Boar Boyz had not broken. Now a Giant arrived to hopefully rescue them.
My other Giant would be avenged!
So... This combat went OK, I guess. I think we actually did a total of 6 wounds thanks to all the bitey Squigs and the Black Orc charge. That would have been enough to kill a normal Giant, but not a Bonegrinder. He then proceeded to spew and stomp his way through my units in a rather devastating way. Most of the Squigs died due to the vomit, and the Black Orcs lost a couple of their number as well. In the end I think combat might have been a draw or we won, but it mattered little against a trapped, unbreakable model.
So uhh, the rescue sort of worked? The regular Wolf Chariots died, the Warboss ran away, and the Giant carried on into the Black Orc Chariot. Unfortunately I was down to 2 remaining Boar Boyz. The rescue was in danger of being too little, too late.
The revenge mission against the Boar Boyz was successful, and the Squig Herd carried on into the flank of the Black Orc Chariot.
The Night Goblins received the charge from Kiknik's Wolf Rider Extravaganza, and it quickly became apparent how dangerous this unit would be as it vomited out high strength attacks like it was nobody's business. We lost comprehensively, broke and were wiped out. On the bright side, one of my Fanatics had clearly decided he wasn't finished with them, and whacked a couple more out of their unit. Generally making a nuisance of himself.
There was still hope that the Squigs and Black Orcs might be able to finish off the Giant, but then they failed to do so, and he started pulling new attacks from his bag of tricks. This was where he decided to use his considerable butt to slam my unit for an enormous amount of damage...
Here you can see the Bonegrinder Giant, alive on a single wound, chasing the Black Orcs as they fall back in good order. The Squig Hoppers were not falling back in good order. They were bounding for the hills! Also note that the bigger Squig was no longer present. He had been no match for the armour of the Black Orc Chariot, and had succumbed after a couple of rounds of combat.
It was my turn next. My Giant had managed to complete his rescue of the Boar Boyz, and now made it into the Warboss on his Chariot. My Shaman did his best to impact the game with Foot of Gork and throwing a Vindictive Glare at the Bonegrinder, but he failed to wound (he actually never wounded with it, all tournament. Always failed by 1, normally on a 2+). Against all expectations, the Squig Hoppers rallied and charged the Wolf Riders (looking at the rules now, I'm not sure if they can do this as a unit with random movement - possibly not - it says they can't charge, not "can't declare a charge").
The Squig Herd was having enormous difficulty killing the Black Orc Chariot over on the right flank. They were doing OK wounding it, but Fletcher was stubbornly refusing to fail saves. At one point they made him take 4 saves on 4+, and he passed them all!
The Bonegrinder ended up walloping the Black Orcs again, and at that point it was just the unit champion left. He ran, but he got away...
Eventually we got the Bonegrinder Giant. Who did it? Who else? The little Wolf Rider unit with some assistance from Itchy Nuisance.
In the closing stages of the game, we both started to think about points conservation. The surviving Boar Boyz stayed out of trouble, the Black Orc champion was fleeing... The Squigs eventually broke the Black Orc Chariot, and when they went to have another go at it to finish it off, Fletcher decided to flee with it. The one serious combat remaining was my Warboss on his Wyvern deciding that it was time to try to crack the Wolf Rider unit.
He hit it pretty hard, but was unable to break them. He was just a bit too late to the party. And with that, the game was over.
The game was a bit of a mess in the latter stages, with fragments of units moving around (and a few missed pictures on my part). In the end I had managed to conserve points in places where I could easily have lost the whole unit, and that really helped the final tally.
Result: 14-6 Win
In the other games...
Tim: Another round, another Tomb King army, another dragon, three other big monsters and a large Ushabti shooting block. The casket was again set up behind the terrain.
Result: 17-3 Win
Pete: Wow. I didn’t realise quite how badly Lizardmen got stooged in this edition. Cold Blooded basically doesn’t apply to anything, normal Saurus aren’t that exciting (and you have to take them), Cold One Riders don’t have Counter-Charge. Now I felt bad with two units of Demigryphs. The Lizardman army had a couple of Scar-Veterans on Carnosaurs (one with MR(2) and a ward save), a Bastiladon, a couple of blocks of Saurus infantry, some Cold One Riders and some Kroxigor.
The Steam Tank got dismantled and the Carnosaurs went their separate ways. The Wizard Lord ruthlessly hunted down and killed the one without a ward save, while the other one fought and eventually got killed by some Demigryph Knights. The other Demigryphs went through the Kroxigor and maybe some Cold One Riders. Overall it was a bit bad for the lizards.
Wizard Lord kill count: Necrosphinx, Bastiladon, Carnosaur
Total Match Result: 47-13 Win (Capped at 40-20)
All 3 of us had managed a win! Maybe now we were moving in the right direction...
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