Saturday, May 10, 2014

Adepticon – Team Event– Round 1 – John Shaffer & Matt Lewandowski – Chaos Dwarfs & Warriors of Chaos

The Story
The sound came again, and now Marius was afraid.

A crack – leather, perhaps – followed by low thunder.

Not a storm.  Summer was long past, and no lightening broke the monotony of snow on snow.  Plenty of wind, but no lightening.  Besides, the wind was in the North, and the sound came out of the East.  And there was the glow.  Ruddy ochre reflected in every direction by falling snow.

Crack!

Much closer now.  Marius shivered inside his cloak.  The thunder came, low and long, like growling.  And now it sounded almost overhead.  Marius clung close to his lamp.

The wind shifted to the East, and now carried a sweet smell.  Warmer too, like air from a forge.  Marius felt sweat rise on his hands as he reached for his dagger…

And dropped it as he finally saw the giant shape of a bull descending from the clouds in fire and fury.

And then the flies came.

After Tamurkhan’s defeat, part of his shock troop forces managed to fight their way out of the fray.  This elite force continues to roam the wastelands in search of Tamurkhan’s remains.  Their new question is to collect Tamurkhan and channel his essence into another husk.  Once reborn, humanity will be lost.

The storm is growing.

Terrain:  All forests are mysterious.
We roll Blood for our forest and they roll Fungus.


Deployment: Battleline

Special Rules
Overlord Trait: (1-2) +1 Wound; (3-4) 5+ Scaly Skin (if already have than reroll armor), (5-6) Channel (if already than on 5-6).
Overlord’s Inspiring Presence is increased by 3”.

Bonus Points
+1 for control a hill, +3 for controlling 2.
+1 for killing an enemy wizard
+1 for killing all enemy wizards

+1 for killing overlord




The List
Daemonsmith Sorcerer, level 2, lore of fire, ruby ring of ruin, dispel scroll
Hobgoblin khan, giant wolf, shield, spear
Exalted hero, mark of nurgle, daemonic mount, barding, poisonous slime, soul feeder, chalice of chaos, charmed shield, opal amulet, sword of might

23 Infernal Guard, musician, banner, standard of discipline, blunderbusses
Chaos chariot, mark of nurgle
Chaos chariot, mark of nurgle
Chaos chariot, mark of nurgle
5 warhounds
5 warhounds

Iron daemon, steam cannonade
6 Chaos Knights, full command, ensorcelled weapons, mark of nurgle, standard of discipline


Missed it at the time (closed lists and didn’t check after), but this list is illegal.  Rules prevent the double taking of magic items and they had two leadership banners.  Oh well.


Magic
I choose spirit leech.  Their fire wizard takes fireball and flame cage.  We both roll the bonus channel on our overlords.


Deployment
They deploy along the center line, in the center, with just the dogs blocking off the right flank.

We respond by spreading out and putting all the chameleons on the left side in their deployment.  We vanguard strong on the flanks, with my death star moving to play ring around the building (my bunker being worth not only a lot of our team’s points but also all of their bonus points.


After vanguarding we nab the first turn.  This is usually good for me, but it’s not as good for Sean as his skinks end up losing a turn of shooting.



Turn 1 – Dark Elves/Lizards
We begin our advance, hard on the edges and softer on the center.  Sean didn’t move as aggressively as I would have liked, especially with the salamanders.

A magic phase of 5/4 versus 6/1 had us start out with a 4D fireball, putting a wound on the right chariot.  I then 2D soublight on a chariot, which dispel fails.  A 3D doom bolt fails to cast.

The terradons kill 2 dogs with the dark riders killing 1 more.  [originally we rolled to panic the dogs, which failed.  The fleeing took them off the table and panics the dwarves, though not on the table.  Then we remembered the dogs were stupid because of the forest and put it all back.]

The Bolt thrower does another wound to a chariot with the chameleons putting 1 more.  We delete the left dogs.




Turn 1 – Chaos Dwarves/Warriors of Chaos
John and Matt move in for the counter punch.  The Warrior contingent advances strongly into the center of the table while the chariots move to cut off angles.  The dwarves maneuver for shooting solutions.

A 6 v 3/2 magic phase starts with a 2D ruby ring which we fail to dispel.  It kills 3 skinks.  A 3D fireball fails.

Shooting kills 2 chameleons.




Turn 2 – Dark Elves/Lizards
With the objective to either control the shooting of the dwarves or make him move to shoot, we move around.  The terradons drop the last 2 dogs.  I think it was a waste, but Sean thought it was the best move to allow the poison to focus on other targets.

A 6/5 v 6 magic phase starts with a 5D fireball which is dispelled.  I then 2D SB on a chariot and 4D Spirit leach, which then kills the soul blighted chariot.  I was hoping for some wounds, not all as it put a lot of our shooting on the left side out of position.  My caster takes a wound from the miscast.

In shooting the skinks kill a knight.  We also manage to snake out the khan.  For a miracle, the solo Exalted Hero fails his panic and makes him bolt to the board edge.




Turn 2 – Chaos Dwarves/Warriors of Chaos
The knights charge some skinks.  We hold as could open up a flank on the knights for the bolt thrower, but he fails the charge.  A chariot charges a unit of chameleons with nowhere to go.

Another miracle, the overlord fails his rally and goes off the table.

A mighty 10 v 4/2 magic phase has them starting with a 2D fire ball some skinks.  Sean fails his dispel attempt, but still no wounds are dealt.  A 6D fire ball fails to cast.

The tank kills 1 dark rider.

In combat the unit of chameleons die.



Turn 3 – Dark Elves/Lizards
Move moving around, gotta keep those shooters moving.  Sean gives me control of some of the skinks on the left flank and I start to use them to control the dwarf movement more directly.

A 3/4 v 6 magic phase has a 4D fireball not doing anything and a 3D soul blight being dispelled.

In shooting we put 2 wounds on the iron daemon, 1 wound on the left chariot and 1 more knight.  Even with the pretty flank shot, the bolt thrower can’t roll a dang 3 to hit.  I head my opponents make a sigh of relief on that one, and I can’t blame them.



Turn 3 – Chaos Dwarves/Warriors of Chaos
The chariot charges the doom fire warlocks.  They hold but he fails.  The second chariot charges a unit of skinks, which flee away.

A 5 v 2/2 magic phase starts with a dispelled 2D ruby ring on dark riders.  A 3D medium fireball fails to cast.

The blunderbuss unit deletes a unit of dark riders.



Turn 4 – Dark Elves/Lizards
The doom fire warlocks counter charge the chariot as does the Saurus character.  Both make it.

The skinks fail to rally.

A 3/4 v 5 magic phase starts with a 3D soulblight which draws the scroll.  We can’t fireball as the Saurus is in combat, so I’m not sure why they didn’t just roll 5 dice, but not complaining.

The salamanders kill 1 knight which fail their panic check.  During the last turn, the knights had reformed to face the bolt thrower and were in easy charge range.  The panic puts them past the bolt thrower with a wonderful flank shot.  We take it and don’t miss this time, cleaning up the unit.

We also put 3 more wounds on the Iron Daemon, kill 3 dwarves.

In combat the chariot gets owned.



Turn 4 – Chaos Dwarves/Warriors of Chaos
No charges, and the dwarves fail their swift reform, denying them a shot.  The skinks in his face were really starting to cause him some grief as he searched for a better target to shoot at.

An 8 v 3/3 magic phase starts with a 2D ruby ring at the warlocks.  We allow it and he kills 2.  A 4D fireball gets an irresistible and deletes a unit of dark riders.  Miscast kills 3 dwarves and ends the phase.

The tank kills 3 doom fire warlocks.



Turn 5 – Dark Elves/Lizards
We discuss whether we should charge the doom fire warlocks off the hill into the dwarves.  On the hill we are controlling a bonus point.  Getting the charge we could kill the wizard and pick up 2 bonus points.  We would be forced to take a stand and shoot, which could go easily or very hard depending on the D3 roll.  The points in my unit would easily be enough to swing the game to them.  They would be steadfast for sure, so we would have to bank on killing the wizard in combat.  It was possible, but was a huge risk.  We also knew that not getting 100% of the points would put us out of contention for the overall prize.

We decided to play it safe, get the win and the bragging rights of going undefeated versus risking the loss and getting nothing.  We didn’t expect to be able to pick up the overall anyways.

The skinks rally.

A 7/5 v 6 magic phase has us killing 2 dwarves with the ruby ring.  A 4D spirit leach on his general is dispelled.  A 3D soulblight on the dwarves goes off.

In shooting the salamanders hit 20 dwarves but only kill 5.  He passes his panic.  The bolt thrower only kills 2 more.

More skink fire does manage to shut down the tank, which is just absurd, but it must be some super metal eating coercive poison.


Turn 5 – Chaos Dwarves/Warriors of Chaos
Dwarves get another turn as time is being called (means can’t start another round).  He starts off by failing his reform, denying him a shooting phase.

A 4 v 2/1 magic phase has both a 2D ruby ring and 2D fireball failing.

We pick up the game, but without full points thanks to not killing the wizard.

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