The Mission:
Deployment – BattlelineSpecial rules – move one of the forests to the center of the table, any charging, fleeing or pursuing in this forest causes dangerous terrain tests (forest striders still immune). At the end of game turn 3 the forest would move D6+3”. At the end of any movement phase the forest inflicts D3+1 wounds to any unit touching.
Victory – 100 or more points and the side who has more models in the forest gets a 25% bonus to its battle points. Larger models were worth more for the count. Monsters at 10, Monstrous and swarms at 3 and everything else non-infantry at 2.
Bonus Battle – 1 for each enemy core unit destroyed, max of 3 points
Bonus Objective – 1 point for 1 highest point enemy unit destroyed, 3 points for both.
We figured for this mission that we didn’t actually need to care about
the forest (whose wounds would really hurt us) as long as we made sure we
didn’t lose enough points to allow the 25% bonus to allow us to not win. We also figured we couldn’t get the Objective
points as both armies had fairly large blocks.
We didn’t get past turn 3, so the forest never moved.
The challenge was accepted and
the most epic chariot race of all time was witnessed between both tribes. As they came to the end of the race, both
tattered and bloody, it was deemed a draw.
The tie breaker came down to who had the most hair. Yet again another draw was declared after
seeing Dom’s back and sack. Much respect
was earned that day and both tribes started gathering up the fastest wovles
they could find in the forest and bread them for one thing: racing. For years the tribes hunted and gathered
wolves for racing together and became great allies and friends.
Big Boss, General, Great Weapon, Armor of Destiny
Big Boss, BSB, talisman of preservationBray Shamen, general, level 2, lore of shadow, scepter of stability, talisman of endurance
Wargor, bsb, shield, dragonhelm, gnarled hide
53 Night Goblins, nets, full command, 3 Fanatics
5 Wolf Riders, musician5 Wolf Riders, musician
25 Bestigor Herd, full command, standard of discipline
Tuskgor Chariot
Tuskgor Chariot
Tuskgor Chariot
Tuskgor Chariot
Tuskgor Chariot
Tuskgor Chariot
5 Chaos Warhounds
5 Chaos Warhounds
Goblin Chariot
Goblin ChariotGoblin Chariot
Orc Chariot
Pump Wagon, exploding spores, spiky roller
Mangler SquigDoom Diver
Doom Diver
What I didn’t realize at the time, due to closed lists, is that this
team army had 2 BSBs. This was not
allowed in the rules pack. Surprised the
judges didn’t catch it as it was clearly on their lists. Besides that, this is a crazy list with 11
chariots. I think Sean was worried about
so many of them, but I just saw it as an easy opportunity to open holes in
their lines and score a few rounds a turn (instead of hoping you have enough
time to slowly whittle down a bigger block).
Matching the story, all the chariots contained wolves. The army was almost on the same bases as
well, though the sand color was slightly different.
For deployment from left to right our opponents put down wolf riders,
mangler, chariots, wolves in front of dogs, in front of the goblins, more
chariots in front of the bestigor, and then more chariots on the right side.
We rolled off and they got the first turn. I was finding that Sean’s massive number of drops was really hurting our chances of going first. With this mission having models in the forest, it was actually to our advantage to go second should we want to contest it. Our units were not big enough to take more than one D3+1 wound loss.
They didn’t take any of our bait for charges on turn 1, and advanced
across the board. For magic they rolled
a mighty box cars for a 12PD 3DE/3LM DD magic phase. We dispel the casting of miasma, and then the
irresistibly cast Withering on some chameleons they want to pepper with
bows. They then proceed to cascade,
killing 9 bestigors and sucking their wizard in the warp. As withering is a’ remains in play’ spell, it
then ended due to the death of its caster.
The Bestigors fail to panic in part to their standard of
discipline. Their bows don’t do
anything.
Interesting to note, that when they miscast, I offered to let them use
my large template because they hadn’t gotten theirs out. I use the neon green ones as I feel they
match skaven better. My opponents
refused to using it, calling it a 40k template and saying it’s a different size
than the one for fantasy. I had never
heard that discussed before, but didn’t argue with them wanting to use their
own templates.
On their turn 2 and the wolves charge the terradons on the hill (the big red die). Chameleons stand and shoot and do a wound to a chariot. Skinks stand versus another chariot and do yet another wound. Animosity out of order forces a goblin wolf unit to charge, one is killed on stand and shoot, one dies due to dangerous terrain, and because we placed the chameleon unit up against the forest, the forest kills the last three at the end of the movement phase. No more wizard means no more magic. In shooting a doom diver on the left pops itself. The other does three wounds to the right flank terradons which fleet. Bows kill two chameleons. Terradons kill the wolves. The chameleons run from a chariot and get away. The unit of skinks on the right die.
On our turn 2 and we go crazy on the charges. Dark riders charge and then run down a chariot after its recharged by the lizard general to a position better. The general recharges to change direction. The hydra flanks the pump wagon with a line to overrun into a chariot. A 5DE/4LM 6DD magic phase has doom and darkness being dispelled and a fireball doing one wound to a chariot. Spirit leech is failed to cast. 2 Chariots on the right get gunned down. The chariot the hydra was going to over run into flees when another in the center is killed. Two chariots are killed in combat.
On their turn 3, the skink block holds to a chariot charge. A dark rider unit on the left flees. The goblin chariot flees off the table, while
a beastman chariot rallies. Wolf riders
also run off. Block of skinks does a
wound to the chariot while dying.
On our turn 3 we play it safe, clearing out a chariot with the fireball
on a 1LM/2DE PD 2DD magic phase. With
enough points to win, even with the bonus from the forest we don’t bother with
the shooting phase. Time is called and
we stop playing.
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