Friday, June 14, 2013

Davis Doubles - Round 2 – Alex Harrison & Damian – Chaos Dwarves & Orcs& Goblins


Alex won his own event last year, and so with one loss under our belt we went to play the reigning champion in his the closest one will ever get to ‘home field advantage.’  Like John, Damian and I had crossed paths at previous BizarroHammer events.  I don’t know if it was Damien’s influence, but this list, and even the Chaos Dwarf side wasn’t to the same level of ‘hard’ normally fielded by Alex.

Black Orc Warboss, enchanted shield, crown of command
Night Goblin Great Shaman, dispel scroll

Goblin Big Boss, BSB, shield, armor of destiny
Goblin Big Boss, Giant Wolf
Daemon smith, lore of fire, chalice of blood and darkness
Bull Centaur Taur’ruk, great weapon, dragonhelm, crown of command

24 Night Goblins, nets, 3x fanatics, shields, musician, standard bearer
5 Forest Giant Spider Riders
5 Goblin Wolf Riders
Chaos Infernal Guard, full command, banner of eternal flame

20 Black Orcs, full command, standard of discipline
Goblin Wolf Chariot
Deathshrieker death rocket
Magma cannon
4 Bull Centaur Renders, full command, gleaming pennant

Mangler Squig
Mangler Squig
Goblin Doom Diver
Goblin Doom Diver
K’daai Destroyer

Alex rolled up flaming sword and fireball (no Hashut!) while Damian rolled Vindictive Glare, the poison spider g-d spell, gork will fix it and curse of the bad moon.

We rolled up regeneration, +1 Strength, magic missile and other spells that didn’t matter.

As this mission was Meeting engagement, we rolled to see who would deploy first.  Alex and Damian got that pleasure and then they failed to deploy the deathshrieker, infernal guard and spider riders.  We would fail just on my BSB.




Despite having the superior combat ability, and probably because they had the far superior shooting ability, Alex and Damian took their opportunity to deploy first to bunker up in a corner.  From left to right, a wolf rider hero, the kaadi, a mangler, the black orcs, the other mangler with a chariot, the goblins, the bull centaurs and the wolf riders.  The war machines that came on deployed in the corner behind, spaced to prevent the chameleons access.


We countered by deploying on the line with lots of skink.  My ogres took the center, actually the right based on the angled board.  The block positioned to allow the daemon prince easy access.  We were far enough back to limit early charges by those centaurs.  My gnoblars stayed back to hold the forest and hill, where were our objectives for the round.  Due to their deployment in the corner, I find a spot on the edge where my iron blaster is out of war machine range.

We rolled to steal and didn’t get it.

They start the game off right with a charge from the chariot into a unit of skinks, which cause 2 wounds on the stand and shoot.  They move up, and as expected swing the kaadi to the right side.  A 8/6 magic phase has us trigger the cube and end the phase.  The flame cannon kills 3 skinks from 1 unit and 4 from another.  The doom divers together only do 1 wound on the carni mount.  In combat we lose 5 skinks to the impact hits, but the skinks knock the goblin off the top and destroy the chariot.


Our turn 1 and we put the Carni into the bulls, pinning them and screening the kaadi.  A 4/3 magic phase puts regeneration on the carni.  Maneaters kill a mangler squig and the Ironblaster finally performs and puts 3 wounds on the kaadi.  The spider riders, having come on get panicked by skinks and run off the table.  The carni challenges, and does 2 wounds to the champ, wins but they hold.  This is good as it holds up the kaadi.


Turn 2 and due to the bulls there are no charges.  A mangler slams through the bulls and carni doing 4 wounds to the bulls but only 1 each to the carni and rider.  They move up and throw their fanatics, killing 1 skink and 2 rolling short.  An 8/5 magic phase has us dispelling vindictive glare.  They then irresistible on flaming sword on a doom diver.  They do 1 wound to the goblin wizard and suck enough dice away to end the phase.  The rocket that came on turn 1 into range of the hiding ironblaster 1 shots it.  The flame cannon puts 2 wounds on man eaters.  The doom divers put 1 wound on the steg, 1 on the caster and poops the partially wounded man eater off.  The carni kills the bull in the challenge and they hold.



Our turn 2 and the steg charges into the bulls.  He finds the sweet spot where he is mostly in base with the character, with the plan to challenge him out with the carni and therefore limiting the bulls attacks back to just 1 guy.  A 10/5 magic phase doesn’t work great as it only puts 1 wound on the mangler and 1 to the bulls.  We do kill the 3 fanatics.  This is bad, as we didn’t leave our self in a good position to shoot the mangler, relying on the pulse to clean house.  I put +1 strength on the steg for the impact hits.  They then chalice, taking him down to 1 dispel dice and only taking away one of our dice.  I put regeneration on the steg.  I then put 1 wound on the kaadi with the magic missile.  In shooting we put another wound on the kaadi.  We nuke the wolf riders and 1 infernal guard.  In combat we kill off the bulls and character.


Their turn 3 and it’s time to pay the mangler cost.  The goblins charge the steg, the rocks and kaadi each charge redirecting sabertusks.  The champ and 3 orcs do die to the dangerous terrain they run through.  The mangler puts a wound on the general, knocks him off his mount, kills the steg and skink on top and 4 goblins.  Ouch!  An 11/6 magic phase sees us making tough choices.  We allow the dwarves the protection of night shroud and dispel vindictive glare.  A fireball then kills a unit of skinks, which panics another unit of skinks and the chameleons.    The doom divers finish of the general.  The flame cannon does 2 wounds to the ironguts, the rocket kills 7 skinks and panics the unit.  The infernal guard open up and kill a skink.  All the sabertusks die.



Our turn 3 and we try to swing back.  The ogre and salamanders charge the goblins.  We pass on a 8/6 magic phase as it’s not worth the miscast.  Man eaters try to pick out the orc general but the three wounds caused are all saved.  The salamanders not in combat fail to perform versus orcs.  The kaadi final drops to shooting.  In combat we lose 2 skinks but kill 21 goblins, but they hold on their leadership 10.

Their turn 4 and the manger kills 4 orcs.  The orcs then back up to avoid the man eater shooting at close range.  A 6/2 magic phase has us dispelling vindictive glare and a fireball blasting 9 of 10 skinks.  The doom divers kill off the chameleons.  The deathshrieker kills 1 from a unit, panicking them.  The flame cannon kills 7 gnoblars, which pass their test.  In a challenge we kill their bsb, lose a skink and kill 7  goblins.  Now out of the general’s range, the goblins still manage to pass their test.
In the search for points I shove the maneaters into the front of the goblins, now that the skink unit they had charged a few turns ago was down to 1 model.  A 9/5 magic phase has us once again passing, though Chris wanted me to cast regeneration on the last skink.  The skink ends up living and we kill off the goblins to the man to lock up the win.

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