Mission: Staking Your Claim
Deployment: Meeting Engagement
Special Rules: Person traveling farthest places first terrain and it
must be a hill in the center (giving the local the real advantage of first real
choice – LOL). Traveller gets +1 to go
first
Bonus Points: 2 for having more models on the center of the hill. 1 for destroying largest enemy unit, by model
count. 1 for keeping highest point core
unit alive and not fleeing.
The List:
Daemon Price, General, Mark of Nurgle, Daemonic Flight, Level 2 Wizard, Lore of Nurgle, Dawnstone, Nurgle’s Rot, Scaled Skin, Flaming Breath, Soul Feeder
Sorcerer, Mark of Tzeentch, Lore of Tzeentch, Level 2, Disc of
Tzeentch, Talisman of Endurance, Chaos Familiar
Exalted Hero, Mark of Tzeentch, BSB, Shield, Tormentor Sword, Talisman
of Preservation, Third Eye of TzeentchExalted Hero, Mark of Tzeentch, Warrior Bane, Shield, Armor of Fortune
35 Chaos Warriors, full command, Shields
6 Dragon Ogres, great weapons
8 Chaos Ogres, mark of Nurgle, musician, champion, great weapons
I saw this list and my heart skipped a beat. Could I be so lucky as to face a block army
in the first round? Then I looked at the
mission and was less happy. Stringing
out warriors and I was blocked in that corner and never getting out. 3+ armor and a 6+ ward save (and a good thing
I didn’t need to fight them with a 5+ parry).
How would I kill that? And then
on the last turn, reforming on center, placing that entire unit right on the
center hill. Ouch. Lucky for me my opponent hadn’t seen my style
of list and the tactic didn’t occur to him.
I did give him my URL, so maybe I just screwed myself out a win for next
time. Note: this block the center tactic on meeting
engagement was what I did to Justin when I played his Wood Elf version with my
Tower skaven… the game that inspired me to make this army.
As I said in that previous post, there was likely no chance to take the
hill in this mission. My largest unit is
only 10 models with a character, and I doubted I would be so strong as to be
able to put my entire army in one position and then not die or have to flee
them all off. So knowing this my goal
was to just go for the last point, keeping my unit alive… very doable. Of course this would also mean that my
opponent was getting the +3 easy, and maybe even the +4 if got his chosen shade
unit.
But I still needed to get points off this army, and I knew that the
magic would take its toll and that the breath weapon would mean 1 dead unit (or
an easily cleaned up with magic later on unit).
I needed to kill the Prince and the Disc, and fast. Their points will probably make up for the
amount of damage they would be able to do before they died, so I needed a unit
as well. With chaos armor the Ogres were
a touch nut, and with 4 wounds and heavy armor the dragon ogres didn’t look
much better. I knew not to waste my time
on the warriors. I decided on the Ogres,
with 6 less wounds – I figured the math was fairly close given the armor saves.
Chris is a Texas player. He let
me know he hadn’t played much since the last Alamo (November 2012) and that he
wasn’t that familiar with his new book.
It showed some, such as not knowing how the marks had changed and no
knowing the ads for his lore (+T/W for nurgle and extra dice for
tzeentch). This rules knowledge only
hurt him a little though, I think he missed a few extra power dice. His list was defiantly not optimal, with the
3+ rerolling ward on foot and not the disc, but then if he had done the things
needed to optimize he wouldn’t have been anywhere near my 6 comp. Once he got a good look at my army he wasn’t
happy, and let the judge know every time he walked by. He was great to me though, and made it clear
he didn’t begrudge my army selection, just being paired against the paper to
his rock on the first round.
For spells he took Curse of the Leper and Rancid Visitation on his
prince, with his sorcerer taking Firestorm, Treason and Infernal Gateway. Three nasty spells for me as Ivan (the judge)
ruled that Treason activated mount leadership even though it doesn’t
specifically make mention of mounts and the general rule book says never use
mounts. I would have hoped that it would
have to specify overriding a rule, otherwise the lowest within the rule could
be an effective ruling. It would make a
Skaven unit leadership 0 if there was a bell involved. Nasty when paired with death magic.
I took Spirit Leech, Caress, Soul Blight, Doom and Darkness, and Purple
Sun on death and Searing Doom and Golden Hounds on my metal wizard.
For the meeting engagement, Chris took first turn and deployed his entire army – no 1s. I only rolled a single 1, on a unit of harpies. Chris deploys his warriors center as expected with both walking characters. He then flanks them with the dragon ogres on the left and the nurgle ogres on the right. The flyers go behind. I spread out my cavalry, two on the left/center and three on the right. I want to be able to focus on those ogres, but not to the point where he will be able to encircle my army in a corner. By splitting I do lose some effectiveness in the short term, but confuse his options and allow myself to wrap around –good in the long term. I was hoping the two left units could get around and start peppering the flyers. I put the characters in the back center, away from his flyers and with plenty of room to run as needed. I then put both shades in the back to bring the assassin to the characters quickly. I vanguard towards the right back board edge, and keep my bonus unit in my backfield on left (center?).
I was not able to roll the 6 to go first.
The first thing Chris does is take those two flyers and move them into
position to whack the shades. He also
advances slightly in the center. On a
mighty 12/6 magic phase (not a good way for me to start the tournament), he
starts with rancid visitation on his objective shades. I dispel it.
He then casts gateway on the other unit of shades and bowls the mighty
double 6s. 4 hits, phew… but then he
rolls a 12 for strength, allowing him to add another 6 hits, all of which are
strength 10. He only rolls 1 1, and I
pick up the unit without even being able to reveal the assassin. He loses 2 dice and the caster ward saves his
wound and doesn’t go into the warp on his cascade (he forgets at this point
that he should add two dice to his pool for the 6s that caused the miscast). I dispel the final spell which has only 1 die
rolled versus my 3 (I rolled really high, so I think even had he gotten the two
dice I would have likely dispelled anyways).
The daemon prince then burps over the other unit, killing 6 and
panicking the shades.
On my turn 1 the unit rallies and the assassin pops out. The unit is now standing smack dab in between
the daemon prince and the caster. I face
the daemon prince (a mistake it turns out as it seems he wasn’t facing my unit,
despite having just breathed on them…very strange). I move around on both sides. The harpies just sort of sit there. This is my first game with them and I haven’t
quite figured out what to do with them.
I don’t bring on the second unit.
I get a 9/6 magic phase, throw 2 for Power of Darkness and get 4 for my
trouble (11/6). I attempt to spirit
leech the lesser hero but he makes his wardsaves. I caress the same guy but roll snakes. I then fail to cast soulblight – yay for
magic. My metal wizard then bowls 2 dice
for power of darkness and gets to back (still 11/6). I golden hounds the same character, he makes
all his look out sirs and I kill 3 warriors.
In shooting a put a wound on the dragon ogres and 8 on the ogres.
On Chris’ turn 2 he has no charges, but does dance with me a
little. Later he would inform me of the
facing of the prince (which I think was a mistake on his part) and that he
didn’t feel that his caster could take the assassin in the rear (also I think a
mistake with that 4+ ward save). At the
time I make note of this lack of charge and hypnotize that he just thinks he
can clear me off with magic. He rolls a
7/4 magic phase (and realizes when checking his spells that he forgot those
dice from the last turn). I throw all my
dice to dispel rancid on the shades and scroll gateway at the same target.
My turn 2 and I pass all my march tests. I bring on the unit of harpies on the left
side. I roll a 10/7 magich phase. I roll 2 at PoD for +4 (12/7). I spirit leach and do 3 wounds to an
ogre. He dispels soul blight on the
ogres. I do 1 wound to ogres with
caress, which takes off a model. He then
dispels Hounds on the daemon prince. In
shooting I do 1 wound to the prince with the dark riders (take that 2+
rerollable with 5+ ward). I also put 9
more wounds on the ogres, leaving 1 model.
I put 2 wounds on the dragon ogres and kill the flyer with the assassin
(awesome!).
His turn 3 and he dances with me some more, trying to block me off from
getting around and setting up a kill zone with his prince. He also moves the Ogre back to the fence to
try to keep it alive. This does mean
that he has allowed his right flank to collapse though, opening up a big hole
and all the access to the prince I could crave.
He gets 6/4 magic phase. I allow
the ogre to go up +2T as I have plenty of shooting a magic to focus on
him. I then dispel rancid on the shades.
My turn 3 and no charges. I only
get a 4/3 magic phase. I 2 dice PoD for
+3 (5/3). He dispels Spirit Leech on the
ogre. My metal wizard breaks even on her
PoD (5/3) and I do 1 wound to the ogre with searing doom. I put 2 wounds on the prince with the
assassin, and the shades follow up and sneak the last wound through the three
save rolls. I put another 2 wounds on
the dragon ogre and knock the ogre off the table. Also, due to the dragon ogres having turned
around, I put a unit of harpies in front of them to feed them so they can’t
even attempt the long charge into the rear of my cluster of dark riders going
after the prince.
On Chris’ turn 4 he charges and kicks off the harpies.
On my turn 4 I encircle what is left of his army and plan to push the
warriors off the hill to which they have become entrenched. I roll a 6/3 magic phase. I 2 dice PoD for 3 back (7/3). I put Doom on the warriors, and get nothing
for a spirit leech. I fail to cast Soul
Blight. During shooting my breath weapon
puts 1 wound on the BSB after failing his look out sir and kills 5 measly
warriors.
Chris’ turn 5 and all he does is dispel the doom. He does start to move his warriors, but I
advice him that the hill is worth bonus points and he decides to forsake
chasing his attackers.
My turn 5 and knowing it’s the last turn I sneak 1 harpy barely onto
the hill. I roll a 9/5 magic phase,
double 6 searing doom, putting a wound on the metal wizard and losing 5
dice. I end my own phase another double
6 is the only way I could cast a spell and I don’t’ want it that bad. I shoot the warriors but don’t even cause a
panic test.
I finish up with a strong win, but only +1 points, with him getting a
hard loss but with +3 points. Not
reflective of the match in terms of points, but good enough.
Chris was a fun opponent. While
he complained to the judge for the match up, I never felt that he was actually
upset with me for the list. He seemed to
know that it was a valid list. I did
here later that he played the triple terrorgeist list that scored a massive 1
composition score. That one he was
complaining about it even being allowed at the event at all. I guess on turn 1, the three together
screamed 23 of the 24 wounds of the ogres and by turn 3 had cleaned up the
warriors as well. I wish him luck and
hope to play him again one day… preferably not when he is just getting back
into things, but when he is at his peak as I imagine he is a good player who
was just out of practice facing a rough match up. Lastly, Chris did end up winning Best Painted
and the best large model paint award.
His army was beautiful.
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