Alex won his own event last year, and so with one loss under our belt
we went to play the reigning champion in his the closest one will ever get to
‘home field advantage.’ Like John, Damian
and I had crossed paths at previous BizarroHammer events. I don’t know if it was Damien’s influence,
but this list, and even the Chaos Dwarf side wasn’t to the same level of ‘hard’
normally fielded by Alex.
Black Orc Warboss, enchanted shield, crown of command
Night Goblin Great Shaman, dispel scroll
Goblin Big Boss, BSB, shield, armor of destiny
Goblin Big Boss, Giant WolfDaemon smith, lore of fire, chalice of blood and darkness
Bull Centaur Taur’ruk, great weapon, dragonhelm, crown of command
24 Night Goblins, nets, 3x fanatics, shields, musician, standard bearer
5 Forest Giant Spider Riders5 Goblin Wolf Riders
Chaos Infernal Guard, full command, banner of eternal flame
20 Black Orcs, full command, standard of discipline
Goblin Wolf ChariotDeathshrieker death rocket
Magma cannon
4 Bull Centaur Renders, full command, gleaming pennant
Mangler Squig
Mangler SquigGoblin Doom Diver
Goblin Doom Diver
K’daai Destroyer
Alex rolled up flaming sword and fireball (no Hashut!) while Damian
rolled Vindictive Glare, the poison spider g-d spell, gork will fix it and
curse of the bad moon.
We rolled up regeneration, +1 Strength, magic missile and other spells
that didn’t matter.
As this mission was Meeting engagement, we rolled to see who would
deploy first. Alex and Damian got that
pleasure and then they failed to deploy the deathshrieker, infernal guard and
spider riders. We would fail just on my
BSB.
Despite having the superior combat ability, and probably because they
had the far superior shooting ability, Alex and Damian took their opportunity
to deploy first to bunker up in a corner.
From left to right, a wolf rider hero, the kaadi, a mangler, the black
orcs, the other mangler with a chariot, the goblins, the bull centaurs and the
wolf riders. The war machines that came
on deployed in the corner behind, spaced to prevent the chameleons access.
We countered by deploying on the line with lots of skink. My ogres took the center, actually the right
based on the angled board. The block
positioned to allow the daemon prince easy access. We were far enough back to limit early charges
by those centaurs. My gnoblars stayed
back to hold the forest and hill, where were our objectives for the round. Due to their deployment in the corner, I find
a spot on the edge where my iron blaster is out of war machine range.
We rolled to steal and didn’t get it.
They start the game off right with a charge from the chariot into a
unit of skinks, which cause 2 wounds on the stand and shoot. They move up, and as expected swing the kaadi
to the right side. A 8/6 magic phase has
us trigger the cube and end the phase.
The flame cannon kills 3 skinks from 1 unit and 4 from another. The doom divers together only do 1 wound on
the carni mount. In combat we lose 5
skinks to the impact hits, but the skinks knock the goblin off the top and
destroy the chariot.
Our turn 1 and we put the Carni into the bulls, pinning them and
screening the kaadi. A 4/3 magic phase
puts regeneration on the carni.
Maneaters kill a mangler squig and the Ironblaster finally performs and
puts 3 wounds on the kaadi. The spider
riders, having come on get panicked by skinks and run off the table. The carni challenges, and does 2 wounds to
the champ, wins but they hold. This is
good as it holds up the kaadi.
Turn 2 and due to the bulls there are no charges. A mangler slams through the bulls and carni
doing 4 wounds to the bulls but only 1 each to the carni and rider. They move up and throw their fanatics,
killing 1 skink and 2 rolling short. An
8/5 magic phase has us dispelling vindictive glare. They then irresistible on flaming sword on a
doom diver. They do 1 wound to the
goblin wizard and suck enough dice away to end the phase. The rocket that came on turn 1 into range of
the hiding ironblaster 1 shots it. The
flame cannon puts 2 wounds on man eaters.
The doom divers put 1 wound on the steg, 1 on the caster and poops the
partially wounded man eater off. The
carni kills the bull in the challenge and they hold.
Our turn 2 and the steg charges into the bulls. He finds the sweet spot where he is mostly in
base with the character, with the plan to challenge him out with the carni and
therefore limiting the bulls attacks back to just 1 guy. A 10/5 magic phase doesn’t work great as it
only puts 1 wound on the mangler and 1 to the bulls. We do kill the 3 fanatics. This is bad, as we didn’t leave our self in a
good position to shoot the mangler, relying on the pulse to clean house. I put +1 strength on the steg for the impact
hits. They then chalice, taking him down
to 1 dispel dice and only taking away one of our dice. I put regeneration on the steg. I then put 1 wound on the kaadi with the
magic missile. In shooting we put
another wound on the kaadi. We nuke the
wolf riders and 1 infernal guard. In
combat we kill off the bulls and character.
Their turn 3 and it’s time to pay the mangler cost. The goblins charge the steg, the rocks and
kaadi each charge redirecting sabertusks.
The champ and 3 orcs do die to the dangerous terrain they run
through. The mangler puts a wound on the
general, knocks him off his mount, kills the steg and skink on top and 4
goblins. Ouch! An 11/6 magic phase sees us making tough
choices. We allow the dwarves the protection
of night shroud and dispel vindictive glare.
A fireball then kills a unit of skinks, which panics another unit of
skinks and the chameleons. The doom
divers finish of the general. The flame
cannon does 2 wounds to the ironguts, the rocket kills 7 skinks and panics the
unit. The infernal guard open up and
kill a skink. All the sabertusks die.
Our turn 3 and we try to swing back.
The ogre and salamanders charge the goblins. We pass on a 8/6 magic phase as it’s not
worth the miscast. Man eaters try to
pick out the orc general but the three wounds caused are all saved. The salamanders not in combat fail to perform
versus orcs. The kaadi final drops to
shooting. In combat we lose 2 skinks but
kill 21 goblins, but they hold on their leadership 10.
Their turn 4 and the manger kills 4 orcs. The orcs then back up to avoid the man eater
shooting at close range. A 6/2 magic
phase has us dispelling vindictive glare and a fireball blasting 9 of 10
skinks. The doom divers kill off the
chameleons. The deathshrieker kills 1
from a unit, panicking them. The flame
cannon kills 7 gnoblars, which pass their test. In a challenge we kill their bsb, lose a skink
and kill 7 goblins. Now out of the general’s range, the goblins
still manage to pass their test.
In the search for points I shove the maneaters into the front of the
goblins, now that the skink unit they had charged a few turns ago was down to 1
model. A 9/5 magic phase has us once
again passing, though Chris wanted me to cast regeneration on the last
skink. The skink ends up living and we
kill off the goblins to the man to lock up the win.
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