QCR in two weeks!
Sunday, June 30, 2013
Friday, June 28, 2013
Hobby Update - Harpies & Bolt Thrower
Finally got the painting underway. Stone and some base colors on the toad and cloth.
Here is what i was going for
Here is what i have so far
And the hapries
SAWS – Round 1 – Steve Roos - Empire
The Mission: Battle for the Pass
My Objective: Eliminate over half of your opponent’s army (based on
model count)
Templar Grand Master, warhorse, runefang, the other trickster’s shard
Wizard Lord, warhorse, dispel scroll, talisman of preservation, potion
of toughness, level 4, Lore of Beasts
Captain of the Empire, BSB, warhorse, sword of battle, dawnstone
Captain of the Empire, Pegasus, sword of might, charmed shield, potion
of foolhardinessWarrior Priest, warhorse, obsidian lodestone
Warrior Priest, warhorse, shrieking blade, enchanted shield, obsidian amulet
10 Knights, full command, Steel Standard
10 Knights, full command5 Knights, musician
6 Reiksguard Knights, full command, gleaming pennant
5 Pistoliers, musician
5 Pistoliers, musician
4 Demigryph Knights, full command, banner of swiftness
For spells Steve rolls up Wyssan’s Wildform, Flock of Doom, Pan’s Pelt
and Savage Beasts
I deploy my general behind a tree in the center, giving me options for
where to run. Steve deploys his army
along the back edge and wrap around the sides to make a kill box and prevent me
from getting in front of him. His Peg
rider goes up strong in the hopes of hunting my general. Steve does a little vanguarding in response
to my playing down dig tokens.
I go first and have nothing to do – this is a common pattern.
On Steve’s turn 1 he moves in response to my tokens, lining up charges
as he can. He rolls an 8/6 magic phase
and puts wild form on a unit of pistols to prevent them from being picked off
when I come up. I dispel flock of doom
at my general.
On my turn 2 I have 4 units come on.
2 charge a unit of knights – 1 being forced due to the scatter, and
another to support on the flank. The
other two deploy more to the back field to shot at the peg. My general runs to avoid the Pegasus charge
next turn. In shooting I put a wound on
the peg and in combat I put a wound on the level 4 and on his general but
otherwise he passes his armor saves. I
then lose 4 night runners and lose combat.
The flanking unit holds, but the other unit flees, along with both weapons
teams.
On Steve’s turn 2 he charges fleeing units, panicing another and its
digging team. He then charges into the
rear of the flanking unit. A 9/5 magic
phase has me allowing wildform to go off.
He then miscasts pelt on the wizard, which makes me sad because I wanted
to kill his wizard. The miscast wounds
the wizard and a warrior priest. In
combat he makes all of his saves, including the damn wizard. I then get my butt kicked. Because of dead units and redirected fleeing
all the weapons teams commit suicide.
On my turn 3 1 unit of gutter runs and another unit of night runners
comes on. The night runners charge the
pistoliers on the left. Both my fleeing units rally. My last night runner unit in the back field
turns to face the Pegasus and my general books it to not get charged. In shooting the gutter runners can’t get him
to roll a 1. The combat sees me killing
3 pistols from the night runners and the last from the weapons team. Pistols flee off the table, killing 1 night
runner. I then pursue off the table
(which was an error because it was battle for the pass, oops).
On Steve’s turn 3 the knights charge the gutter runners along the back
edge. The knights and demis charge the
rallied night runners. The wizard drinks
his potion as it goes into the combat. A
7/4 magic phase doesn’t see anything of relevance. The gutter runners kill 3 knights but still
lose and live due to smoke bombs. The
night runner combat is a wash. I wish
smoke bombs also allowed them to rally and shoot like hit and run.
On turn 4 the rest of my army comes on.
The new night runners and weapons team charges knights. The gutter runners rally. Shooting kills a knight. The night runners lose the combat.
On Steve’s turn 4 the peg charges the night runners, taking a second
wound on the stand and shoot. The demis
then flank the same unit. The general
then rears into the surviving combat. A
2/1 magic phase has him casting wild form on caster’s unit. In combat I manage to do 3 wounds to the peg
but he makes all his damn saves. I then
escape with the unit. In the other
combat I kill 1 in the 5 man unit and the a second with the weapons team. The GR then flee of the table, along with the
night runner unit – the weapons team later kills itself. In the general’s combat my champ dies to the
general in a challenge. The assassin
does 4 wounds but Steve makes his saves.
The gutter runners then get caught and die.
On my turn 5 the gutter runners charge the knights. The night runners fail to rally from the Peg
combat, running through my general and panicking him. The night runners kill 2 knights in
shooting. In combat the champ on champ
combat challenge does nothing. I kill 1
which is the musician – we then tie so I don’t have to make a leadership test!
On Steve’s turn 5 the knights charge the night runners and take a wound
to stand and shoot. A 7/3 magic phase
has me failing to dispel Rerolling Wounds and 5+ ward prayers. He then casts wild form on the 2 man
unit. My champ dies in the challenge,
but I kill the banner. I do another
wound but then flee off the table.
On my turn 6 the gutter runners charge the knights. The night runners flee off table and the
general doesn’t rally. The gutter
runners kill 1 knight and the combat holds.
On Steve’s turn 6 the peg pusses the general off the table. His BSB fails to charge GR in rear. Another unit makes it but lose 1 to dangerous
terrain. On a 6/3 magic phase I dispel
pan on the wizard and he gets wildform off.
In combat that damn wizard makes all his saves. His general kills my assassin. I kill 1 knight. I then flee and get caught.
In the end I was 4 wounds short of making my objective, 1 on the
wizard, 1 on the peg and then 2 knights (or 4 knights and not characters). That unit of 1 knight left would have been
nice. Picking up him, and the two
characters wouldn’t have given me the win though. There were also 5 pistoliers left that I
could have gotten. Oh well. This was a rough match, what with all the 1+
armor save. Also Steve knew how to play
against it, I think more than I knew what I was doing.
Wednesday, June 26, 2013
SAWS – Arrival
SAWS is held at my local game store, and is run by a top notch player,
Mark Havener. Mark has been mentioned
here before; we played a game at a team event a while back. Historically he has gone first for the year
at CoCs, and won individual events. I’ve
only known him for 5 years or so (or however long I’ve been playing) and as
I’ve gotten more into the game, he seems to have gotten less. I’ve played other games with him, such as
blood bowl, and know he runs or plays in other leagues/tournaments. He still comes back every year for SAWS
though, and hopefully will continue to do so.
Mark brings some of his own terrain and tables, but a lot of it is the
well-loved Great Escape Games (GEG) terrain.
The faces are all familiar, though some of the absences are
striking. GEG doesn’t allow drinking in
the shop, but that doesn’t keep people from sneaking some in and drinking in
the parking lot. This year I’ve decided
to participate and had brought with me a small amount of the pineapple infused
vodka I make.
Despite the website, and my previous posting about the 3 point
objectives each game the sheet that was provided included different
objectives. Some of those that were on
the website were modified. There were
also duplicates of some, loosening the restriction on selections. I think that what was provided on site was
better than what was on the website; I just wish the website had included
them. The revised objectives were:
1.
Capture more enemy banners than you lost (cannon
take if either you or your opponent have no banners)
2.
2x Eliminate over half of your opponent’s army
(based on model count)
3.
Destroy your opponent’s most expensive
non-character unit
4.
Control more table quarters than your opponent
(have a non-fleeing 5-man unit without your opponent having one)
5.
Destroy your opponents most expensive character
6.
2x Kill all spellcasters (includes anyone who
channels or casts spells and cannot be taken if they have none)
7.
Keep at least 75% of your army alive (based on
model count)
8.
Have more non-fleeing units in your enemy’s
deployment zone at the end of the game than they have in yours
9.
Kill twice as many unit champions as you lose
(cannot take if either your or your opponent have no unit champions)
10.
Keep all your character models alive, on the
board and not fleeing at the end of the game (pursuit off board would still
allow for this objective)
This objective discrepancy may just have to deal with the general lack
of updating that occurred for the 2013 SAWS website rules. There were also issues with list submittal
deadlines. I do hope next year Mark
gives the whole thing a facelift (like dropping Rhinox Riders).
As the fact that I had so little deploy, most of my opponents started
the game bunkered and then moved very little.
While there were some exceptions, this led me to having to photograph
much less of the table than normal, so instead of 4 shots per turn sometimes I
only had to make 2 or even 1. Given that
there are much fewer pictures, but not because I forgot (at least I don’t think
so, guess I’ll find out when I construct the individual games).
Monday, June 24, 2013
Hobby Update – The Scryercutter
I was already feeling High Elves for 2014, and then I had a great idea
that I wanted to write down so I didn’t forget it 6 months from now when I
actually have the time to work on it (or even longer). Take the body of the Chaos Warshrine and take
off all the Chaos icons. Then, using the
pilot section of the doom wheel, remove the pit area and mount him inside
there. After painting a clear dome would
be placed above and below and it would be like he was in a rotating center
cockpit. In order for it to ‘fly’, I
might use the wheels from the doom wheel, adding fan spokes. This would be like one of those airboats that
skim over the water. I would put it
angled with the butt upwards, to show that it moves forward by pushing harder
with the rear fan. Some wings and a tail
boom would also have to be added. Then I
would use some clan rats to man the bolt thrower I would place at the
head. I would also probably use some
plastic card to add some metal plating to make it look techier. I would scavenge the chaos warshrine bearers
to be some converted rat ogres. Even if
I don’t end up playing High Elves, I may just do the conversion anyways, as it
sounds like fun. I also could use it as
a doom wheel, if I ever run one (and don’t use one of the other 3 I already own
– 2 painted and one of the old metals that’s been sitting in pinesol for over a
year).
Saturday, June 22, 2013
Hobby Update - Harpies
So after that very exciting vote ;) I decided to go with scryer tech on my eshin rats.
Superman with the rebuilt broken legs. You can see some of the reposing Ive done at the wrists, switching claw hands onto other arms for some different positions.
Superman with the rebuilt broken legs. You can see some of the reposing Ive done at the wrists, switching claw hands onto other arms for some different positions.
My second favorite. I saw this project as a good excuse to use the maul that comes with the night runner, an item Ive normally avoided as to doesn't fit night runner equipment.
Now to take them outside and make them white and get started on the painting. If i get them done by next weekend I can use them at the CoC.
Davis Doubles – Wrap Up
A great weekend behind me with a bunch of good games. Alex always runs a good event, bringing the
best people. Even with the abysmal 2-3
showing, Chris and I still finished in third place overall. Congrats to fellow Guns N’ Warpstone team Van
and Mikko. When I heard they were
doubling up on Ogres I had told Alex they would take it all. He responded that the leadership 2 team of Ed
and Mike would be the ones to beat them and win it all. In the end, when those guys played, they tied
and it came down to the softer scores where Van and Mikko were able to squeak
ahead – by 1.5 points I believe (how does one get a half point, I don’t
know). Congrats the Ed and Mike for
their best general and also lossless record.
With my first non-dark elf games for the year, and with my upcoming
skaven games at SAWS (which are probably actually past based on when this post
goes up), I have broken out the running record a little.
Dark Elves – 20w/7l/0d
Ogres – 2w/3l/0d
Singles – 16w/7l/0d
Doubles – 8w/3l/0d
Overall – 22w/10l/0d
SAWS, and the 5 losses that will come with it will really drag down my
record – remember, this is a prediction despite when it posts. Damn the fourth wall!
I gotta say. I’m very happy for
the death of warhammer rankings on RankingsHQ.
Michael Hengle, once first, told me that he didn’t like being first,
that it was a source of stress in trying to maintain. He said he wanted to lose events on purpose
to get himself knocked down. I never
made first, peaking at second, but I am definitely enjoying the game in a much
different way now that I’m not worried about trying to keep my standing up… and
I did, as sad as that is. Now I have
only this running record that I keep for myself to worry about, and at any time
I want I can exclude an event or just stop.
Much better…
And lastly, Ogres are boring and I now regret a lot less not completing
my planned project a few years back. I’m
also really glad I didn’t end up going with the Ogre list for SAWS, despite the
list I did go with (written before SAWS, remember!).
Thursday, June 20, 2013
Davis Doubles - Round 5 – Ed Phillips & Mike Scaletti – Ogres & Warriors
Final round and playing on one of the two top tables. Ed and Mike had tied Van and MIkko, making
two teams going into the last round at 3-0-1.
Ed and Mike are out of the bay area and Leadership 2. Both of these guys are top table, national
class players in their own right and here they were teamed up with hot
lists. Unfortunately I didn’t take home
a copy of their lists, though I know they gave them to me. I must have just left them on the couch. I did my best recreating as I could recall,
though I haven’t checked the points to see if I’m near correct. As you’ll find out soon, what was in their
list didn’t really matter. Ed was
playing Ogres, and his list was better than mine. Mike was playing a great warriors list that
he was using as practice for his upcoming Bragging Rights experience.
For mission we had a 50/50 shot of either Blood & Glory or Battle
for the Pass. Going in we knew that
B&G would be a near auto loss, as we would be just 12 skinks or 1 old blood
away from Chris picking up his entire army.
Battle for the Pass would also be bad, as a limited range to move meant
that with the lots of small units in their army, Ed and Mike would be able to
choke up the board and prevent us from maneuvering. Their list was (as close as I could recreate
at least):
Daemon Price, mark of tzeench (he was a +1 armor, 4+ ward), dragonbase
gem, daemonic flight, heals in combat on 6s, sword of striking
Slaughtermaster, glittering scales, ironcurse icon, fencer’s blades,
crown of command
Chaos Hero, disk, mark of tzeench, BSB, talisman of preservation,
re-roll ward save (he was 2+ armor, rerolling ward saves of 1 with a +3
wardsave – hello internet)
Sorcerer, mark of slannash, lore of shadow, dispel scroll, steed of
slannashFirebelly, dispel scroll, level 2
Bruiser, BSB, 4+ wardsave
Chariot, mark of slannash
Chariot, mark of slannash5 Marauder Cavalry, mark of slannash, banner, musician
5 Marauder Cavalry, mark of slannash, banner, musician
5 dogs, poison
5 dogs, vanguard
9 Ironguts
Gore Chariots, mark of nurgle
Gore Chariots, mark of nurgle2 Mournfang, banner, banner of eternal flame, iron fists, heavy armor
2 Mournfang, iron fists, heavy armor
Sabertusk
sabertusk
I think this was the complete list, and very nasty.
For spells they took Miasma on their level 1, fireball and flame cage
on the firebelly and bone crusher, trollguts, brain gobbler and toothcracker on
the slaughtermaster.
We took Iceshard on the skink and tooth cracker, brain gobbler,
spinemarrow and bone crusher on the slaughermaster.
We roll off and they get the first turn.
They use their first turn to advance down the entire line and making
sure every single pathway is blocked despite the gigantic hill messing up line
of sight. Chris and I had already
realized we weren’t going to be able to do anything but be pushed into the back
of the board. All that high armor saves
meant big trouble. In a 9/6 magic phase
they fail miasma, fireball a tusk which panics a skink unit and then uses the
ogre panic spell to get the ironblaster to run off the table. Suck, and bad rolls for dispel (and I thought
the ironblaster was LD8, not LD7).
Our turn 1 and the skinks rally.
We decide that if we are going to lose, it won’t be on the back board
edge, so we move up to try to do what we can.
An 8/6 magic phase has us putting ice shard on the bulls, and then
casting the panic spell, which they dispel.
The magic missile then fails to wound.
We take of the charmed shield, which I realized I didn’t put on the list
above.
So let us just be clear before we go into their second turn. We saw this coming, we weren’t surprised and
we saw it happening at some point in the game so it might as well be on our
terms… that and we were really tired.
This is the first time I’ve used 2 full sheets in my note book for just
1 turn. Basically what happens in their
charge, with everything (well not everything, 1 sabertusk got lost in the
forest and forgotten and the fast cavalry unit with the miasma caster as they
wanted to maintain the extra channeling off of the terrain piece. The combats were:
Daemon Prince
charges man eaters, taking a wound on the stand and shoot
1 Slannash and 1
Nurgle chariot charge chameleons on flank
Mournfang charge
gnoblars
Ironguts charge
sabertusk
Sabertusk, marauder
riders and 3 wolves charge a skink unit, the sabertusk dies to stand and shoot
Mournfang into the
stegadon
1 Slannash and 1
Nurgle chariot charge ranked skinks
Hero on disk charges
gnoblars
Dogs charge skinks
A 7/3 magic phase as them putting a buffed -1 miasma on the man eaters
and we dispel panic on the carnisor. In
combat we kill 2 dogs (but not a unit), and do 1 wound to each mournfang. We lose:
2 Units of Skinks
Ranked Skinks
Priest on Steg
(which holds)
Sabertusk
Unit of gnoblars, 6
from another unit (which flees and escapes – and live through the game!)
Chameleons
Man eaters, after
failing their fear test.
There are also some over runs:
Gore Chariot into
salamanders
Iron guts into
skinks
Man eaters into
gnoblars
Gore chariot and
last dog into skinks
BSB into man eaters
to fight again!
Our turn 2 and we do the obvious thing, we COUNTER CHARGE! Skinks and Ogres go into mournfang. Carni goes into the ironguts. The three charges together leaves not enough
space so my Ironguts fail. My 4 gnoblars
fail to rally. We roll a 3/3 magic
phase. Mike decides not to risk the
carni being stubborn and dispels it with a scroll. The salamaders kill a dog which then run off the
table. We kill the dogs on the other
side. Skinks and gnoblars lose combat,
both getting away. We kill 1 mournfang
with the steg and the combat holds. The
salamaders die in combat. The carni
kills the champ, the skinks do 2 wounds and then the skinks die, losing us
combat and the carni gets run down and over run into my ironguts (and get a 10
for the impact hits!)
On Mike and Ed’s turn 3 they take a moment to think and then do the
only thing that makes sense… they flee… I mean CHARGE! The gore chariot and a regular chariot goes
into the salamandars. Their BSB flanks
my ironguts. The sabertusk into the
gnoblars, a chariot into the stegadon and skinks flee from the fast cavalry. A sad 2/1 magic phase still has them miasma
-2 WS on my ironguts. The salamanders
get run down. 2 wounds are put on the
steg, doing 1 to the mournfang. I kill
the firebell at the cost of my entire irongut unit and both characters (I win?)
ON our turn 3 and the steg dies in combat (my gnoblars don’t rally)
Their turn 4 and they chase one gnoblar unit off the table. Our turn 4 and we don’t do anything. Their turn 5 and they try to kill the last
three gnoblars but only get 3. Our turn
5 and the last model we have, a running gnoblar goes on vacation, denying Ed
and Mike the pleasure of killing our last model. In the end we get a rough beating.
Tuesday, June 18, 2013
Davis Doubles - Round 4 – Travis & Rex – Skaven & Bretonnia
The last time at this event, my partner Sean and I played Travis and
Rex. May have even been round 4. Sean and I were playing our fast cavalry and
skirmish army while Rex was still playing his Brets and Travis was playing
ogres. They determined that their best
course of survival was to squish their entire army into a corner besides a large
building and hold out for 5 turns. Try
as we might with salamanders we couldn’t score more points than the trebuchets
were earning. In the end the game was
going to be a draw, until Travis’ ironblaster blew itself up and panicked two
units off the table due to them being so packed in. It gave us the win, and second for the
event. Rex doesn’t let me forget it,
partially because another time we played he fled a charge where I needed an 11
to hit him, a combat I would win and therefore win the game. He chose to flee because he needed less than
an 11 to not run off the table. In the
end it came down to a rat dart that he hadn’t seen making a second charge and
escorting him off the table. Two tough
losses in our history, and those kind of close games you don’t really forget.
This time Rex was still playing his Brets but I was playing Travis’
ogres (not really, but he was playing skaven while I was playing ogres instead
of my skaven dark elves… so we’ll pretend we switched).
Going into the round we were 2-1 while they were 0-3. We were supposed to play another team (Van,
the overall winner) but as all the teams at the bottom had already played each
other they had to mix up the standings.
5 rounds doesn’t really work with 8 teams (which should be 3 rounds). I didn’t mind though, Rex and Travis are
great guys and fun to play against.
Grey Seer, 4x on Lore of Ruin, 3x Warpstone tokens, power scroll
Bretonnian Lord, sword of swift slaying, gromril great helm, virtue of heroism,
potion of foolhardiness
Chieftain, storm banner, halberd
Warlock Engineer, level 1, lore of Ruin, doom rocket, warp-energy
condenserWarlock Engineer, level 1, Lore of Ruin, dispel scroll
Damsel of the lady, level 1, lore of beasts, dispel scroll
Paladin, BSB, crown of command, dragonhelm, luckstone, warhorse
50 clan rats, full command, shield
27 clan rats, full command, spear, shield5 Giant rats, 1 packmaster
5 Giant rats, 1 packmaster
8 Knights of the realm, full command, standard of discipline
8 Knights of the realm, full command, banner of swiftness
6 Knights of the realm, musician
6 Knights Errant, musician
10 Peasant Bowman, braziers, stakes
10 Peasant Bowman, braziers, stakes
9 Gutter runners, slings and poison
Warp lightning cannon
Hell pit abomination, warpstone spikesField Trebuchet
For spells Rex took wildform, while Travis took warp lightening (on the
condenser), skitterleap (on the other engineer) and the seer took scorch,
howling warp gale, cracks call and death frenzy. I think crack call, in this mission, is the
best thing in warhammer. The reason being,
we were playing Watchtower, the worst thing in warhammer and cracks call can
say “F’ YOU’ GW by blowing up that damn building.
We rolled Spinemarrow, Brainbusta, Trollguts and Bullgorger while Chris
took ice shard blizzard.
Rex and Travis got first deploy and put a unit of archers into the
building.
For their deployment they put the brets mostly on the left, then the
skaven and lastly the knights errant on the right away from the line and their
fake frenzy protection. They put that
damn abomination right in the center.
For deployment we put a sabertusk on the right flank to screen the
ironblaster, the some gnoblars to screen for the ironguts. Then some skinks, the salamanders, and on the
right some more gnobblars to screen for the man eaters and the rest of the
skinks. The carni and steg hid with the
salamanders.
Even though they got the building, we got to go first. Not so good as the building is worth 800 and
that would give them the last chance to snag it in addition to the ability to
start in it. Oh well. We move up and get ready to start applying
pressure. A 8/4 magic phase has us
putting ice shard blizzard on the center scouted gutter runners. We then failed to dispel trollguts. In shooting we kill a gutter runner with a
salamander, panicking them. We kill 4 in
the building, thanks to rerolling wounds.
We shoot up a unit of giant rats, with the packmaster making his armor
save to keep the points. Knights make
the wards saves needed from the ironblaster, but we put 2 wounds on the
trebuchet.
On their turn 1 they advance with the chaff and the ogres. The abomination bee lines it to the center
and the large block of rats starts to move to the building so that they can
switch with the archers. They charge a
unit of skinks with their flyers and redirect into the sabertusk we put up
there for them. A rat dart charges,
losing the packmaster to the stand and shoot.
Knights Errant charge on the right and miss losing a fellow on their
ward save. A huge 6SK/5Bret magic phase
has them using 5 dice on wildform (this would be the pattern in their magic
phases). They then fail with
warplightening, we fail to dispel Howling Warp Gale and we dispel scorch. The trebuchet does 1 wound to the
ironblaster. The warplightening cannon
goes strength 8, hitting 2 gnoblars and the carni. He wounds them all. The steg had put up a 5+ ward save bubble and
we proceed to make ALL 4 saves. The
sabertusk shot with bows makes 1 of its 2 required saves, taking a wound. The left sabertusk dies after doing a wound
to the peg knights. I skink dies but
kills two giant rats to tie the combat and the knights errant blow through the
skinks and off the table.
On our turn 2 they throw up the storm banner. I think this was too early given that they
hadn’t fired their doom rocket and had gotten off howling warpgale. The carni charges the abom and uses his
potion of speed. We roll an 11PD
4Bret/3Sk magic phase. They fail to
dispel convergence. My wizard then sucks
himself in the warp with the stubborn spell – whose test was passed, ouch. The pulse kills 1 knight out of the general’s
unit, fails to wound the abom and kills 4 more out the building. Flames kill some more archers and the rest
can’t shoot (including the ironblaster).
Skinks kill giant rats but fail to catch the sole survivor. Lord does a wound to the abom, knocking out
the regeneration. The abom then fails to
wound the general. The card swings 3
wounds, which on the D3 only go to 4 – letting the abom live and it holds on
its stubborn sealing our doom.
On their turn 2 the stormbanner ends, failing to protect us (sad). The general and his unit charges into our
general to try to save the abom and take advantage of heroic killing blow. The knights charge some gnoblars on the left
and pass their dangerous terrain tests.
The large rat unit moves into the building. Some giant rats rally, but the single guy
runs off the table. A 3Bret/4Sk 2DD
magic phase has us cubing the first spell to end the phase. Sabertusk dies to bow fire. Treb scatters off the table. The rocket does 2 wounds to the ironguts out
of the building. The warp lightening
cannon escorts itself off the table. 7 gnoblars
die to the knights, the lord fails to heroic killing blow the carni, doing 1
wound. He then makes 6 6+ saves from our
lord. The lizard runs, getting run
down. The abom over runs into the
building, while the knights overrun into the steg. All fell apart once the abom didn’t die. So sad.
Our turn 3 and we know we are hurting.
The ironguts charge the left knights, which flee and then get pushed off
the table with a second charge from skinks.
The salamanders flank the abomination so that the man eaters can charge
the building. We did these last two
things because we thought it was turn 4 and that we needed the building in case
the game ended. I was wrong, but it
didn’t hurt us in the long run, I think don’t.
A 11PD 3DD each phase had the pulse killing another knight out of the general’s
unit. We also kill 1 clan rat (who
cares) and once again fail to wound the abomination. They scroll iceshard, which is our only
spell. The skinks shoot and kill 3
gutter runners which pass their test. In
shooting we also kill a knight on the left.
The ironblaster kills off the treb.
Rex then heroic killing blows the steg and runs down the skink
priest. Salamanders fail to wound the
abomination and get killed. The man
eaters kill 10 clan rats and take the building.
Their turn 3 and the gutter runners charge some skinks which flee. The knights charge the same unit, and due to
the angles catch them in our backfield.
It does require the knights to charge through a forest and a swamp,
causing them to drop to 1 model based on dangerous terrain tests. The hellpit charges the other unit of
salamanders and passes it’s dangerous terrain test due to the marsh. A 5sk/3bret 5DD magic phase sees them failing
with warplightening again, and then us allowing howling warp gale and scorch in
order to save enough dispel dice for cracks call off of 5 warpstone tokens and
the power scroll. The salamanders kill
the abomination in combat, losing only 3 skinks and a wound to the salamander.
Our turn 4 and we don’t have much to charge with. I try to sniper the grey seer and put a wound
on him. We then kill 4 clan rats, which
pass their panic. The gutter runners get
dropped to 2 models and panic. The
cannon misfires and loses its ability to shoot the rest of the game.
On their turn 4 and they charge some fleeing gnoblars off the table and
then flank some skinks. The rat dart
fails a charge. 1 gutter runner dies due
to dangerous terrain as it fails to rally.
A 4sk/3bret 3dd magic phase has us again allowing scorch and howling
warpgale to prevent cracks call on the building. The skinks die in combat.
The Game Continues to Turn 5
No charges this round and we try to protect the ironguts from the
multiple charge charges the brets are trying to bring to bear. The salamanders kill 13 clan rats on the grey
seer’s unit, which pass their test. Even
then Chris had not put them in the correct position to have the panic be off
the table. Kill 2 giant rats but the
packmaster passes its test.
On their turn 5 the knights charge the ironblaster but fail. The general’s unit and clanrats charges some
skinks. A 6Sk/5Bret magic phase has us
dispelling scorch and them not risking any other spells (at this point we would
still be closest to center should they destroy the building and so it wouldn’t’
help them. The skinks die in combat.
The game ends, and even with the 800 point building we lost by 480
points – for a minor loss.
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