Thursday, April 11, 2013

Davis Doubles – Round 3 – Tom/Mark – Chaos Dwarves/Vampire Counts



Top table, and two solid players with a good list:

 

Sorcerer, Level 3, Talisman of Preservation, Lore of Hasut

Vampire Lord, Level 1, Sword of Striking, Enchanted Shield, Talisman ofEndurance, The Other Trickster’s Shard, Beguile

 

Sorcerer, Level 2, Chalice of Blood and Darkness, Lore of Fire

Dark Castellan, Enchanted Shield

Vampire, Level 2, Warrior Bane, Dragonhelm, Dispel Scroll, Luckstone

Cairn Wraith

Cairn Wraith

 

24 Infernal Guard, full command

30 Skeletons, full command, shields

31 Skeletons, full command, shields

 

2 Deathshrieker Rocket Launchers

 

Magma Cannon

Terrorgheist, Rancid Maw

 

This mission was dawn attack, with us deploying first.  I think our list is primed for this mission,as we don’t have any unit that relies on another…with one exception.  It’s really nice to have my general near myhydra to give it that slight boost to its leadership when it gets screamed at.

Sorry for the first few pics being upside down, not sure why that happened...something about how i held my phone i'm sure.
 






For our deployment we put a dark rider unit on the left, then bothunits of terradons, lots of skinks, hydra center behind some more skinks,flamers on the right center and right with the last two units of dark riders oneither side of the center/right line. The magical forest in our deployment was poison in combat and dangerousterrain tests.  My caster hid behind theimpassible terrain within 12” of the hydra.






Theydeployed infernal guard with level 3 and castellan on the left, then the threewarmachines behind a water feature.  Thenthe vampires clustered on the right center with the level 2 chaos dwarf wizardstuck in the right flank behind.  We putthe shades on the hard right flank to move behind the infernal guard to thewarmachines and put up all the chameleons to be able to pepper theterrorgheist.  At the very minimum itwould discourage it from moving up to the hydra (which was deployed just out of28”.  They failed to roll a 6 and we gotthe first turn (after vanguarding strong on both flanks).








For our first turn the army advances aggressively.  A 3 LM/4 DE PD versus 5 DD magic phase puts a48” Doom and Darkness on the terrorgheist, to further discourage it from tryingto fly up for the advancing hydra.  Theshades put 1 wound on a Deathshrieker, after having him make 3 6+ saves.  We also put 5 wounds on the terrorgeist, whomanages to make more than average saves.





On their turn 1, the infernal guard charges the dark riders which fleethrough the impassible terrain (and sees 4 Dark riders dying).  The vampire blocks charge chameleons, whichflee to safety.  Magic phase doesn’t doanything but heal a wound to the terrorgiest on a 3 PD, 0 LM/1 DE DD magicphase.  The scream kills 1chameleon.  The Deathshriekers miss thehydra and then roll a 1 to wound.  Themagma cannon kills 4 of 5 chameleons, causing them to panic.

 
Our turn 2, and the first terradon unit fails tocause a wound to the level 2 (which is booking it to the warmachines).  The shades and shooting continues toadvance.  A 3 LM/3 DE PD versus 5 DDmagic phase allows a spirit leech to kill the terrorgheist.  The hydra walks up and flames the general’sunit killing 22 skeletons (hits 22 and wounds them all!) leaving 3 in theunit.  The shades kill the firstwarmachine.




Their turn 2 and a cairn wraith charges out of the general’s unit andinto the hydra.  The level 2 charges theterradons. An 8 PD, 3 LM/2 DE DD magic phase puts a wound on the assassin, withthe dispel dice being saved to successfully prevent the undead regrowing theircrippled unit.  Shooting kills 8 skinksin 1 unit, and a handler.  Terradons whiffin combat and run off the table after losing to charge.  The hydra also loses by charge only and getsrun down by the wraith.

 

Turn 3 and the shades charge the magma cannon.  Magic doesn’t do anything, with theirchannels giving them more dice than us (4/4/9). Shooting kills the general, which crumbles the unit and the solo cairnwraith.  After shooting the second unitis down to 3 models, with the vampire and the second wraith.  The shades kill the magma cannon and overruninto the last warmachine.






Their turn 3 and two skink units flee from the skeletons.  Even with a strong 10/3/3 magic phase nothingimportant happens (5 raised skeletons I think, putting the unit at 10 modelsincluding vampire and wraith).  Theshades kill the warmachine and overrun into the level 2.





Our turn 4 (the first time we’ve reached turn 4) and we have nocharges.  We move to surround and finishoff the vampires unit and start moving what we can to shoot at thedwarves.  Our objectives for the missionare most expensive units from each army and each army’s general.  We’ve gotten them on the vampires, but needto wipe the infernal guard and the last caster to pick up the last two points(which we know is doubtful).  In shootingwe drop the skeletons to 1 model, but with wound allocation can’t get to thelast one.  Shades kill the caster.




Their turn 4 and another strong magic phase (9/3/3) which allows themto kill 5 of 6 dark riders.  At thispoint we call the game as we are close to time. They earned only 337 points from us while we earned 1376, giving usanother 18 points.

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