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 condenser
Warlock 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, shield
5 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 spikes
Field 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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