Tuesday, May 7, 2013

Adepticon Doubles – Round 2 –Ryan Boaz & Aaron Musgrave - Orcs & Beastman


The Mission:
Deployment – Battleline
Special 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.

 This was the only game where our opponents had a story, which I have retyped below:

 It was a cool morning in Drakenwald Forest when the beastman tribe led by Shaman O’Conner was out trying to gather more dire wolves for their chariots, because the damn tuskigors are too slow!!!  They happened upon some short ass green things who were also hunting wolves.  They were cocky little green things led by the goblin boss, Dom.  A challenge was issued to O’Conner that he could not beat Dom in a chariot race through the dark wood.

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.

 Anyone who enters the Drakenwald will hear the screams and thunder of wolves and chariots racing through the dark wood.  Many outsiders have tried to witness the sacred races, but none that have seen have lived to tell the tale.  Although fierce competitors on the race course if challenged in battle the two clans will join together to crush their enemies with the combination of their intimidating fur and hulking chariots.  They are now forever known as the fast and the furriest!!!

Big Boss, General, Great Weapon, Armor of Destiny
Big Boss, BSB, talisman of preservation
Bray 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, musician
5 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 Chariot
Goblin Chariot
Orc Chariot

Pump Wagon, exploding spores, spiky roller
Mangler Squig
Doom 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.

 
The shadow wizard rolled miasma and withering while I rolled Doom, Soulblight and Spirit Leech.










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.

 
Our deployment saw on unit of terradons and dark riders on the left, then the salamanders with some skinks, the hydra, skink block, dark riders, skinks and the last unit of dark riders and terradons.  The shades joined on the right to take the building as a bunker and the chameleons split between left and center.  We vanguard conservatively to deny many charges, but allowing a few of the goblin charges on 12 in the hopes for some easy stand and shoots with little risk.  They vanguarded with both units of wolf riders.

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 our turn 1 we use the stones to kill the mangler and fail to wound a chariot.  A 4LM/3DE 4DD magic phase has the fireball failing to wound with 4 hits and SL failing to cast.  In shooting we had 1 or 2 wounds to a few chariots.





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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