Showing posts with label Convic. Show all posts
Showing posts with label Convic. Show all posts

Wednesday, 31 July 2019

Convic 2019 Aftermath - Part 7

This is the final part of my tournament report of Convic. You can find the previous part here. You can find the first part here.

One game to go, and I was still leading the field with AG nipping at my heels. I guess that made it my tournament to lose...

Game 7: Push
Geoff Holland - Dwarfs
  • Golloch's Thunder (formation)
  • Golloch's Fury (Legendary Steel Behemoth)
  • Steel Behemoth
  • Steel Behemoth
  • Earth Elemental Horde
  • Earth Elemental Horde
  • Greater Earth Elemental
  • Berserker Brock Rider Regiment
  • Sharpshooter Troop
  • Ranger Regiment
  • Berserker Lord on Brock
  • Stone Priest with Martyr's Prayer
That's about 50 points short, so I've missed something again. But the important stuff is there, right? 3 Steel Behemoths, and a total of 6 units with Defence 6! It was a wall of steel and stone. I had seen this army sitting on a table and the thought of facing it had worried me a bit. Now we would get to see if those concerns were warranted.

At the start of the game we had to select a single enemy unit to be worth double attrition points. I chose the Brock Riders, and Geoff picked the Winged Beast over on my right.

I was on the same table as before, and Geoff put me on the same side as well. And I was playing Dwarfs again. So there was an element of deja vu here. But Geoff's list was very different from John's, and seemed a whole lot more likely to be pushing at me. He also stacked a lot of weight on my left flank.

Tuesday, 30 July 2019

Convic 2019 Aftermath - Part 6

This is a continuation of my tournament report of Convic. You can find the previous part here.

So I had finally lost a game, but with 2 games to go I was still a single point ahead of AG at the top of the field. I could yet emerge victorious overall!

Game 6: Control (2250pts)
John Healy - Dwarfs

  • Ironclad Horde with Aegis of the Elohi
  • Ironguard Regiment
  • Ironguard Regiment
  • Earth Elemental Horde
  • Greater Earth Elemental
  • Berserker Brock Rider Regiment with Brew of Strength
  • Herneas
  • Herneas' Ranger Regiment
  • Rordin the Dwarf
  • Ironbelcher Organ Gun
  • Ironbelcher Organ Gun
  • Flame Belcher
  • Stone Priest (I presume he had Bane-chant)
  • Battle Driller
  • Battle Driller
  • Mastiff Hunting Pack
  • Mastiff Hunting Pack
I think that's about right, but once again I've missed about 35 points of items somewhere.

John had a lot of deployments, so I couldn't really control what would end up facing the Organ Guns (which scare me). I had a relatively token force on the right of the building, which was effectively dividing more forces.

Monday, 29 July 2019

Convic 2019 Aftermath - Part 5

This is a continuation of my tournament report of Convic. You can find the previous part here.

At the start of the second day, I was somehow undefeated after 4 games. However, I now finally ran into AG, who I don't believe I have ever beaten at Kings of War. Perhaps my reign of terror was finally at an end...

We were up to the largest army size for the remaining 3 games. My list didn't change a whole lot from the previous one; I added another Beast of War and a couple of magic items on my Winged Beasts.

Game 5: Kill (2250pts)
Andrew Goodman - Abyssal Dwarfs
  • Abyssal Grotesque Horde with Potion of the Caterpillar
  • Abyssal Grotesque Horde
  • Abyssal Grotesque Horde
  • Gargoyle Troop
  • Gargoyle Troop
  • Gargoyle Troop
  • Ba'su'su the Vile
  • Dravak Dalken
  • Infernok
  • Greater Obsidian Golem
  • Abyssal Grotesque Champion with Inspiring Talisman
  • Angkor Heavy Mortar
  • Angkor Heavy Mortar
  • Angkor Heavy Mortar
For once I think I might have the list exactly right. Helps when there are so few items. Ba'su'su again... I do dislike him.


AG's deployment was pretty compact. An advantage he would have in this game was that he had fewer unwieldy units. I had plenty of compact elements in my many many monsters, but the size of the Pole-arm hordes makes it harder to concentrate force where you need it.

Thursday, 25 July 2019

Convic 2019 Aftermath - Part 4

This is a continuation of my tournament report of Convic. You can find the previous part here.

3 wins in 3 games. You wouldn't dare dream of it. I had come unstuck against Matt before however, so maybe my run of glory was at an end.

Game 4: Dominate (1995pts)
Matt Sellick - Elves
  • Archer Horde with Heart-seeking Chant
  • Therennian Sea Guard Horde with Brew of Sharpness
  • Drakon Rider Horde with Chant of Hate
  • Awoken Guardians
  • Tree Herder with Healing Brew, Blizzard
  • Tree Herder with Blood Boil
  • Green Lady with Sabre-Toothed Pussycat
  • Elven Prince on Horse with Sabre-Toothed Pussycat
Dominate. Nice and simple. It couldn't be too hard to move a pair of Tree Herders off the centre, right?

Matt's army actually looked pretty small. Sure, there was some good stuff there, but that's a pretty compact deployment.

Convic 2019 Aftermath - Part 3

This is a continuation of my tournament report of Convic. You can find the previous part here.

Somehow I was undefeated after 2 games, and it was now time to shift to our larger 1995 point army lists. This was the point where I kind of wished I wasn't packing away my Arquebusiers, but I was pulling a lot of monsters out of the box instead. So it was a matter of give-and-take.

Game 3: Ransack (1995pts)
Huw Evans - Ratkin
  • Warrior Horde
  • Warrior Regiment
  • Warrior Regiment
  • Enforcer on Fleabag with Diadem of Dragon-kind
  • Lab Rats (Formation)
  • Horde of Blight with Brew of Strength
  • Horde of Shock Troops of Potion of the Caterpillar (I think)
  • Troop of Clawshots
  • Troop of Hackpaws
  • Horde of Tunnel Runners
  • Death Engine with Bloody Carnage
  • Warlock with Critter's Call, Bane-chant, Amulet of the Fire-heart (I think...)
  • Night Terror with Inspiring Talisman
  • Swarm-crier
Again, this falls well short of the 1995 point limit. I've missed a few things. I'm so good at this. Hey, I've never fought Ratkin before, OK? This is all new to me.

Actually, I think I missed a character. Maybe a War Chief with 2 hand weapons? Could be a thing.

Ransack meant we scattered a number of control counters all around the field. The central (light grey) point was worth 3 points instead of 1, and the orange ones (both of which were slightly to my right) were worth 2. The dark green were just worth 1 each.

Huw stacked most of his speed over here, on my left flank. The Rat Ogre dude is the Night Terror (apparently the dude on top is his Inspiring Talisman). The wheels are the Tunnel Runners. The Lab Rats formation meant all the regular Warrior units (the 2 regiments you see here and the horde up the other end) all had Regeneration.

Wednesday, 24 July 2019

Convic 2019 Aftermath - Part 2

This is a continuation of my tournament report of Convic. You can find the previous part here.

So I had narrowly escaped with a win in the first game. This was an unusually positive start for a KoW tournament by my standards. Probably meant I was heading for a fall...

Game 2: Loot (1495pts)
Yan Lai - Empire of Dust
  • Revenant Horde
  • Mummy Regiment
  • Mummy Regiment
  • Revenant Chariot Regiment
  • Revenant Chariot Regiment
  • Scavenger Regiment
  • Scorpion Husk
  • Bone Giant
  • Cursed High Priest on Mount with Blizzard
  • Revenant Champion on Mount
I really should take a photo of people's army lists before each game. I can never remember the details in terms of items. I'm missing 35 points here somewhere.
EDIT: Thanks to Yan's feedback we now know the Revenant Horde had Brew of Strength and the Revenant Champion had the Blade of Slashing. Thanks Yan!

During setup we established that the last time I had played Yan was at Axemaster. It was Warhammer 7th edition. So probably over 10 years ago. The people you run into...


There were more loot tokens over on the right, so I naturally loaded that flank a bit more. I might have underdone it on the left, really. Oh well, can't be everywhere. 2 tokens is enough for a win.

Tuesday, 23 July 2019

Convic 2019 Aftermath - Part 1

So after more or less being in a state of hobby hibernation since Cancon, over the weekend I awoke from my slumber to attend Convic. Convic is one of the few 2-day tournaments left on the calendar, and I've been attending it nearly every year since it began as a Warhammer Fantasy tournament something like 15 years ago. The local Kings of War scene seems to struggle with multi-day events at present (with the notable exception of Cancon), and thanks to a number of factors, this year only saw a dozen or so players attend. This led to a very relaxed, community-style atmosphere that was really rather nice. It meant that with 7 games to play, you were more likely to play a given person than not, which was really rather funny - almost like a round-robin.

I had a bit of trouble coming up with lists for the event. I say "lists", plural, because Convic has an unusual format of 3 different sized armies - the games grow as you go along. This year the game sizes were 1495, 1995 and 2250 points.The multiple list format was not really what troubled me - I was just struggling to work out what army I wanted to use. I was mostly trying to stay away from armies I've used in previous events, in particular Ogres (which I have used twice at previous Convics). Whilst that still left me with a few options, the most likely were Dwarfs or Kingdoms of Men.

I'm still hesitant to use Dwarfs when I haven't gotten around to painting any Brock Riders, and a few of my units are under-sized which limits my options. On the other hand, friends were a little scathing of how bland KoM are, and it's hard to justify using them when you can field much the same stuff in League of Rhordia, but with more toys. But I have used Rhordia a couple of times, and really wanted to make a KoM list that would be worth running. I toyed briefly with nonsense like massed infantry flooding the field, but in the end the thing that caught my attention was the Beast of War. It had very solid stats, could add some moderate shooting in the form of a ballista on its back, and was something Rhordia didn't have access to. I decided to field plenty of Beasts of War, and went from there.

These were my lists:

1495
  • Pole-Arms Block Horde
  • Pole-Arms Block Horde
  • Pole-Arms Block Regiment
  • Pole-Arms Block Regiment
  • Arquebusier Horde with Jar of the Four Winds
  • General on Winged Beast with Blade of Slashing
  • Wizard on Horse with Lightning Bolt, Bane-Chant and the Inspiring Talisman
  • Beast of War with light ballista
  • Giant
1995
  • Pole-Arms Block Horde
  • Pole-Arms Block Horde
  • Pole-Arms Block Horde
  • Pole-Arms Block Regiment
  • Pole-Arms Block Regiment
  • General on Winged Beast
  • General on Winged Beast
  • Wizard on Horse with Lightning Bolt, Bane-Chant and the Inspiring Talisman
  • Beast of War with light ballista
  • Beast of War with light ballista
  • Giant
  • Giant
2250
  • Pole-Arms Block Horde
  • Pole-Arms Block Horde
  • Pole-Arms Block Horde
  • Pole-Arms Block Regiment
  • Pole-Arms Block Regiment
  • General on Winged Beast with Blade of Slashing
  • General on Winged Beast with Diadem of Dragon-Kind
  • Wizard on Horse with Lightning Bolt, Bane-Chant and the Inspiring Talisman
  • Beast of War with light ballista
  • Beast of War with light ballista
  • Beast of War with light ballista
  • Giant
  • Giant
No, the lists are not very imaginative. And it's slightly bizarre having more effective shooting in my 1495 list than the 2250 one. As soon as I was putting the Arquebusiers back into the box, I was wondering if I had done the right thing. Ah well, at least I had monsters!

I took plenty of photos during the event, although the first 3 games were a big of a juggling act given I was also using my phone as a chess timer. Hopefully the pictures will help tell the story.

Game 1: Invade (1495pts)
Tim Stewart - Orcs

  • Ax Horde
  • Ax Horde
  • Morax Regiment
  • Gore Rider Regiment
  • Krudger on Ancient Winged Slasher
  • Godspeaker on Gore with Bane-Chant, Inspiring Talisman
  • Giant
  • War Drum

Tim and I arranged a grudge match at the very last minute, because he hasn't played many games of KoW. He was still feeling a little shaky on the rules and was concerned he would instinctively revert to things like Warhammer movement. We decided playing the first game against someone who could watch for it and remind him might be helpful. As it happened, it really didn't come up. He seemed to have his head around things pretty well.


The tables were smaller for the smaller games (4 feet wide at 1495, 5 feet at 1995 and the full 6 feet for 2250). This meant even at the smaller size, the field looked pretty full.

Thursday, 12 July 2018

Convic 2018 Aftermath - Part 7

This is the final part of my report of the recent Kings of War tournament at Convic 2018. You can find the previous part here.

Game 7 (2150 points) - Push

Josh Angel - The Herd (Cloven Stalkers)
  • Horde of Tribal Warriors
  • Horde of Spirit Walkers
  • Regiment of Tribal Longhorns with Brew of Haste
  • Regiment of Tribal Longhorns
  • Troop of Beast Pack
  • Troop of Beast Pack
  • Horde of Giant Eagles
  • Horde of Giant Eagles
  • Horde of Tribal Chariots with Potion of the Caterpillar
  • Great Chieftain with Wings of the Honeymaze
  • Shaman
  • Chimera with Wings
  • Great Totem
There was another item or two in the list, but I don't recall what or where. It's not really that important.

After the previous game I felt like I had restored a little respectability to my overall performance. For the final game I would again be facing something I had never faced before - The Herd. Having said that, I'm not sure this game was an accurate reflection of what playing them is normally like. This army was fast. Like, really really fast. The Cloven Stalkers formation meant that Josh's Tribal Warriors, Longhorns and Chieftain all got to vanguard at the start of the game. Between that and a ton of stuff with flying, it would be fair to say my list looked pretty slow.

No no, the game hasn't started yet. This is just Josh using vanguard to take liberties during deployment. Those guys are awfully close...

Wednesday, 11 July 2018

Convic 2018 Aftermath - Part 6

This is a continuation of my report of the recent Kings of War tournament at Convic 2018. You can find the previous part here.

Game 6 (2150 points) - Control

Rohan Dowd - Night Stalkers (The Butcher's Block)
  • Legion of Blood Worms with Brew of Strength
  • Horde of Butchers
  • Horde of Butchers
  • Regiment of Reapers
  • Regiment of Reapers
  • Horde of Fiends (maybe with Caterpillar?)
  • Shadow-Hulk
  • Void Lurker with Darklord's Onyx Ring
  • Void Lurker
Right. So we had completed 5 games, and I had won a grand total of 1 of them. Titan of the KoW battlefield that I am. But there were still 2 games to go. Still some time to salvage something approaching respectability. First up I would need to beat Rohan with his Night Stalkers. An army I had never played before, but at least I knew of them. That counts as preparation, right?

Rohan's entire army was Alien-themed. These evil twins are the Void Lurkers. They're basically dragons, but let's just assume they are good at jumping rather than needing wings. They were lurking on my right flank.
The big Alien on the left is the Shadow-Hulk. Basically a Giant. The hill on the side is level 4 impassable terrain, so made a good place for things to hide. The icy pillar things are a forest.
Another impassable hiding spot hard on my right flank. Good for sneaky Warlord Chariots. Honestly the pair of Void Lurkers concerned me. They were key to this game.
I believe I gave Rohan the first turn, knowing that being able to respond to which table segments he moved to claim at the end could be key (if we had anything left by then). The Void Lurkers shot up on my flank, ensuring nothing could see and reach them.
A number of Rohan's units were Shambling, and his list was without Surge. My hope was to try to deal with some of the quicker elements before the shamblers caught up. But those things behind the forest are Fiends. Those are really quick.
At the start on the left I decided I could be a bit cagey. With some of the enemy lagging behind, I had enough units to control the tempo. The hiding spot for the Chariot was very handy.
I did what I could to try to respond to the Void Lurkers. My units stopped where an enemy charge would see them landing on the obstacle, and the Warlord could respond with a flank charge.
Rohan was a bit impatient on the left and decided to fling his Fiends into my Warrior horde. Wavering me was a realistic possibility, but breaking me would not be easy. With the Warlord watching their flank, this is not a charge I would have gone for.
On the right, so I had carefully placed my front line of Ogres. But I honestly had failed to account for just how far 20" is. I subconsciously assumed the Siegebreakers behind my front line were out of range. No such luck. One Void Lurker to the front (which was acceptable), and another in the flank (most unacceptable)...
On the bright side, I did have things that could respond provided that Rohan duffed the combat. Meanwhile a unit of Butchers was closing in, with Reapers sneaking along behind them.
On the left, with the Fiends getting excited and grabbing all the attention, the Blood Worms were advancing at best speed whilst the shamblers did their best to keep up.
Any hopes I had of the Siegebreakers surviving proved forlorn. They got properly eaten, and the Void Lurkers set about trying to decide which way to face. So many targets, and quite a few threats...
As expected, the Warrior horde fended off the Fiends, and they did it without wavering. This was not good news for Rohan's unit.
At least at this point the Void Lurkers had committed. That was better than having them floating around on the fringes, waiting to pounce. This is how I decided to respond. My Warlord charged the one that was within range of him, whilst I turned the Boomers and Boomer Sergeant to face the other (which the Shooters could already see)...
On the left, the Warriors counter-charged the Fiends with the Warlord coming into the flank for support. The Siegebreakers decided they might as well start work on the Blood Worms, as they were not really in a position to back off to buy another turn.
The combat went according to script and the Fiends routed. Nearby the Giant had moved up so that he could now see (and be seen) through the forest.
On the right, the sheer weight of shooting proved too much for the unengaged Void Lurker and he vanished. The Warlord did minimal damage to the one he was fighting, but the important thing was that he trapped it on the ground for a turn.
You can see a careless mistake in this picture. I got distracted with something or other on the left (photos I think), and forgot to reform the Warlord after the Fiends were gone. That might cost me...
Man, that is a big Alien. Good thing I managed the 1 wound I needed (would have been pretty bad rolling otherwise).
At this point the Butchers rolled in, charging my Boomers despite having their flank watched. The Reapers held back, no doubt watching the flank of my unit that was watching the flank of the Butchers.
The Siegebreakers made a reasonable start on the Blood Worms, but then Rohan unsportingly sent in another unit in the shape of the second Reaper unit. That's hardly cricket.
Look at them, mocking my Warlord and the fact that I didn't fix his facing. They're so mean. The Giant could have gone in alone, but he would almost certainly get flanked for his efforts, and that would likely be the end of him.
The Siegebreakers took 10 damage, which was probably more than I had hoped for given their massive defence. Fortunately they stuck around. Unfortunately they wavered.
Likewise the Boomers survived their charge, but also wavered. Well, the important thing was they were still there. That meant the flank charge was on (and maybe the flank charge of the flank charge)!
In we go! I sent in the Boomer Sergeant for good measure. He's not completely inept in terms of combat. Should be good for a couple of wounds, which is important when you really need to rout the enemy and the Warriors were hindered thanks to clipping the wall.
Wasn't much I could do on the left. Back off with the Warlord to try to reset his flanking position, step back out of the forest with the Giant to avoid getting multi-charged. Everything felt poised over there.
The right flank was actually going pretty well. My units did enough to rout the Butchers, which meant the Warriors were free to turn and face the oncoming Reapers.
In the meantime, my Shooters were trying to whittle away at the Blood Worms. So much Nerve...
Despite the right flank feeling under control, I had made another mistake. I had backed up with the wavered Boomers, but in so doing I had moved into line of sight of the Void Lurker. It then executed a "corkscrew charge" by pivoting 90 degrees and charging them in the flank. That was most uncool. Of course, if the Void Lurker somehow stuffed this up, I would get a flank with the Warlord...
The standoff on the far left continued, but the Reapers and Blood Worms felt no such hesitation in having a second crack at the Siegebreakers. As you would expect, this was too much for them and they routed this time.
The flanking Void Lurker made short work of the Boomers, however the Reapers had to settle for attacking the Warriors in the front and did relatively modest amounts of damage.
With the Siegebreakers gone, the Blood Worms press on toward my Shooters whilst the Reapers turn into the forest.
Given the damage the Blood Worms had already taken, I decided to charge them with the Shooters rather than standing my ground and firing at them. In the forest, I decided it was time to try to take control and charged the Reapers with the horde of Warriors and the Giant. The Warriors were hindered, but it was a lot of attacks. And I had the Warlord Chariot still lurking on the flank for reinforcements.
On the right flank, my Warriors counter-charged the Reapers whilst the Boomer Sergeant charged into the flank again. I think he was developing a taste for clubbing things from the side with his big gun. The Void Lurker had turned back to face my Warlord, who promptly charged into it yet again. He wasn't really making progress, but at least he was keeping it pinned in one place...
...or was he? This time I rolled so badly with the Warlord that I didn't do a wound at all. This meant the Void Lurker would be free to fly off the following turn. Seriously man, you had one job... At least the Reapers crumbled to my combined charge. That was obviously better rolling.
Right, so you know how I decided the forest charge was a calculated risk worth taking? Well... I inflicted 2 wounds on the Reapers. Combined. From both the Warriors and the Giant. It was utterly abysmal rolling. And now my flank and rear (and front) were all exposed...So much for trying to take control of the left flank.
Rohan put the Butchers into the flank of the Warriors, and sent the Shadow-Hulk into the rear of the Giant whilst the Reapers went into the front. As you can see, it was too much for both units. Which meant I hadn't even bought my Warlord a solid charge target with the loss of my units - everything had turned to face him. I think I might have wavered the Blood Worms the previous turn, because nothing untoward seems to have happened to the Shooters here. 
Freed from the shackles of the Warlord, the Void Lurker re-positioned itself in search of better prey. This is what I had been working all game to avoid - a flying monster threatening every flank within 20".
It was my turn 5, and it was at about this point that the scenario really started to kick in for both of us. We needed to control the 6 segments of the table, and got double points if we controlled our opponent's central segment. At this point my Warriors gave up trying to have any further influence on combats and instead headed to a position from which they could claim or challenge Rohan's central section. I ended up charging the Warlord into the flank of the Blood Worms as well as going in again with the Shooters. It was the neatest way to have things in the right position and give them the reform to ensure the Void Lurker couldn't do something unpleasant. It was risk, however. If I rolled double 1s on the nerve test I'd have been boned. Thankfully I didn't.
The left flank devolved into a bit of a game of cat-and-mouse. I refused to give Rohan a favourable charge, and the remaining units danced around each other as they decided which table segment they needed to be in. The key here was that even my Army Standard and Boomer Sergeant could claim table segments. Rohan realised that he had a serious issue as a result, and that a gamble was needed.
And this was the gamble. The Warlord in the centre was my key to taking control of the central segments, so he needed to go. And Rohan needed a turn 7. So a few things needed to go his way. A risky charge for the Void Lurker with the Shooters watching its flank was an indication that it was now all about the scenario.
The Butchers scrambled back into Rohan's central zone whilst the other units edged around. The Shadow-Hulk cancelled my Warlord's control of my left zone, but the Army Standard was free to float around and swing things as was convenient. Going second in a scenario like this is a huge advantage, so long as you still have units to move around.
The Void Lurker charge had been a risk, and it didn't pay off. The Warlord didn't even waver (or if he did, he shrugged it off with Headstrong), so he was free to head into Rohan's half of the table to help me claim the centre there. The Shooters went into the flank of the Void Lurker and removed it from the equation.
With the Void Lurker gone and me having an even greater advantage in terms of units at this point, whether the game went to a 7th turn didn't really matter. As it happened, the game ended after 6 turns. I think the scoring ended up 5-1 or something in terms of table control. It had been an entertaining, up-and-down game. 

Result: 17-4 win

You can find the next part of the report here.