The first thing I noticed about our opponents is that they seemed to
come to the table grouchy. I don’t know
if was something that happened in a previous game or just seeing our list, but
they didn’t seem to be having a good time.
The player on the left more so.
And it didn’t seem to get better once we started playing. In fact, this is probably the worst warhammer
game (from a sports perspective) that I have had in a long time, if not
ever. Ok, not ever, but a long
time. I would say second worst after a
game I played in 7th after the new skaven book came out and I played
a grumpy old man. So second worst game
ever, and the first game in which I was cussed at.
These guys just seemed to be in a rush.
They rolled fast, didn’t communicate well and even when trying to take
notes on what they were doing I had problems following. They didn’t seem to like that I kept asking
them what they had just rolled for. If
they had wanted to be funky with their dice rolling, the way they were doing it
was the perfect method. Not saying they
were, just saying I didn’t get to actually see what they were rolling at the
same time as knowing what they were rolling for.
There were also a few times where I tried to roll for Sean’s models,
and was told that I needed to wait as they weren’t mine. This seemed contrary to the team concept, as
it seems part of the point of having two players is to have to players doing
something. Just not a pleasant
game. In the end I gave them a 1 of 5
and only 1 of the 4 yes/no questions. I
feel they deserved a 0 on the scale, but didn’t want to go through the effort
of having to explain it to them. I was
glad to hear that they wouldn’t be playing in the singles event the following
days, and so we wouldn’t have a chance to playing them again.
The Mission:
Deployment – BattlelineSpecial rules – None.
Victory – 100 or more points
Bonus Battle – 1 point for enemy 1 general killed, 3 points for both generals killed
Bonus Objective – 1 point for each enemy character killed in a challenge
We knew going into this mission we were down points. We also knew we weren’t going to get all the
points in this mission, leaving us little hope of coming in first place.
Sorcerer, General, Level 2, Lore of Metal, Enchanted Shield
Sorcerer, Hideous Visage, Level 2, Lore of MetalWargor, BSB, The Beast Banner
Bray Shaman, General, Level 1, Lore of Beasts, Dispel Scroll
27 Chaos Warriors, mark of Tzeench, Full Command, Shield, Standard of
Discipline
5 Warhounds, Vanguard5 Warhounds, Vanguard
48 Gor Herd, Full command
Tuskgor Chariot
Tuskgor Chariot
Tuskgor Chariot
Tuskgor Chariot
5 Ungor Raiders, musician
5 Ungor Raiders, musician
3 Chaos Trolls
5 Harpies5 Harpies
Hellcannon
For spells the beast mage selected wild form, while the two fire
wizards took transmutation of lead (general) and Glittering Robe (other). Both
took searing doom. I got Doom and
Darkness, Spirit Leech and a spell I never cast (and didn’t write down).
For their deployment they put harpies (which they called herpes the
entire game) on the left on the far side of the impassible terrain. Then a unit of dogs that vanguarded, with
some chariots. Then the warrior block
with all the characters, another chariot and the beastman block with their
characters. Then more harpies, and
chaff. The dogs on the right would
vanguard backwards.
For our deployment we once again did our standard deployment. Skinks and a dark rider unit on the left, to be
joined by a unit of chameleons. Center
got skinks, a unit of dark riders, then both salamanders, the hydra (with
characters behind). The right got both
terradons, the last unit of dark riders, the shades and the chameleons.
We rolled off and Ron and Ricky won first turn.
For their first turn, they pushed hard forward with their blocks, and on the right pulled back their chaff to behind their lines. For their magic phase they rolled a 7PD 4DE/2LM DD magic phase. They 3D6 wildform and roll irresistible, sucking their bray shaman into the warp along with 11 gor (when this happened they didn’t actually tell us how many even got hit but just rolled dice. I had to ask a few times to get an answer). We then dispel searing doom on the hydra. Their shooting is ineffective
On our turn and we advance hard. I’m not sure why Sean put two units of skinks up in front of the chariot and the trolls. He not only removed his ability to stand in shoot, but to also flee. He also gave those units a jump start into our space that would cause us problems later in the game. We roll 3PD for each with 5DD. We kill 1 gore with a fireball and fail to cast Doom and Darkness. During shooting we put 2 wounds on a troll and 1 on the hell cannon. We also kill 3 harpies, panicing them off the board. Put all but 1 wound on a chariot on the left, 2 wounds onto a chariot on the right and kill 7 more gore off of the buffed unit. We had charged a chariot with a unit of dark riders, and in the combat the chariot makes 3 of 4 saves on 6s, causing the dark riders to flee and escape.
On their turn 2 and they take advantage of Sean’s error. The chariot charges skinks and is joined by the trolls. The Warriors also charge a unit of skinks. Dogs charge the shades and a chariot charges DRs. A fleeing chariot fails to rally, panicing harpies and ungor and all three going off the table. A 3PD 1LM/1DE DD magic phase puts glittering robes onto the warriors; it was a useless spell and if I were them I would have cast anything but that. The hellcannon wounds the scar vet and kills 3 skinks. Both run off the table on the -1 panic test (rolling the normally required 8). The dogs finally die in combat with the shades, as do some chameleons on the left. The skinks kill off the troll, and then die to a man. 2 skinks escape the warriors.
On our turn 2 we charge the last unit of ungors with a unit of dark riders. We charge a chariot with shades and drop some rocks on the gores. We roll a 3LM/3DE PD 4DD magic phase but fail to cast. In shooting we kill another chariot. The salamanders put a lot of wounds on the gore, but when I asked how many in total I got more attitude. In combat we kill off both the ungors and the chariot, clearing the right flank.
On their turn 3 the chameleons on the left get charged by a chariot. The terradons get charged by the remaining gore and kill 1 on the stand and shoot. A 6PD 2DE/1LM magic phase has searing doom killing off the hydra after a failed roll to dispel. The cannon kills 1 terradon on the other unit, panicking it. The chameleons die to the chariot, and flee to safety.
On our turn 3 and everything rallies but 2 skinks that flee of the
table. We roll 5PD to 6DD (numbers are
smaller on our because I didn’t write down Sean’s dice due to his guy being
dead) and manage to spirit leech the BSB.
We kill another chariot in shooting.
Dark riders put 2 more wounds on the hellcannon as we begin to surround
into their backfield.
Their turn 4 and the Dark riders on the left fleet the hell
cannon. At this point the player on the
left rotates the hell cannon to see the fleeing dark riders and then declares
he wants to redirect into the middle unit of dark riders. We have a whole discussion about how that
isn’t legal, that you don’t change rotation until the final target is
determined. It got so bad that
eventually even his team mate was arguing on our side. Eventually he caved and rolled for his failed
charge. He then declared he caught my
dark riders. I asked him to check the
distance, and he did – and was short.
But then he said that he was close enough that based on what everyone
rolled he should have caught us. He
asked me what I had rolled. I told him I
didn’t remember (the truth), but that I had pivoted, rolled and moved in front
of them with no comment. Eventually he
gave on this as well, though he did walk away from the table – this was when he
cussed at us. A unit of trolls also
charged the skinks. A 7PD/2DD magic
phase sees them failing a searing doom but then getting off glittering robe on
the warriors. The combat does a wound to
the trolls before losing combat.
Our turn 4 and we rally and keep shooting. A 5PD/6DD phase sees me doing a wound to the
general through spirit leech. We then
kill off the hellcannon’s handlers and leave it with 1 wound.
On their turn 5 and a unit of skinks flees a charge. The hell cannon charges the shades, which
holds. A 5PD/3DD magic phase has them
putting glittering robe on the hellcannon.
Their general then irresistibles, dying and taking 13 warriors. The spell doesn’t have any effect. The cannon saves 3 wounds, kills a bunch of
shades and fails to catch the survivors.
Our turn 5 and the shades rally.
Both magic and shooting is ineffective.
Their turn 6 and the cannon charges shades. Warriors fail a charge. 5PD 2LM/2DE DD magic phase sees glittering
scales going up again on the cannon but not stopping the assassin from killing
it anyways.
We did not do our turn 6 as the game was clearly
ours. Rough, not fun game.
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