The Mission: King of the Hill
My Objective: Control more table quarters than your opponent (have a
non-fleeing 5-man unit without your opponent having one)
Dwarf Lord, great weapon, shieldbearers, master rune of kragg the grim,
rune of cleaving
Runelord, shield, master rune of adamant, rune of stone
Thane, BSB, rune of cleaving x2, master rune of gromril
20 Thunderers, full command, shield
20 quarrelers, full command, great weapons, rangers25 Ironbreakers, full command
25 Hammerers, full command
Cannon, rune of burning, rune of forgingCannon, rune of forging
Bolt Thrower, rune of penetrating
Organ gun
Just like round 2 this list was almost one of the two lists I thought I
could beat. Wood Elves without trees
(but only wood elves as hatred and ASF means I couldn’t win) and Dwarves if
they restricted the majority of their shooting to warmachines (so I could kill
the warmachines and then run away). This
list didn’t quite meet my requirements, but I still felt I had an ok shot. The mission I thought would help alleviate my
issues, as holding the center would force the dwarves to abandon the
warmachines.
Brandon deployed his two blocks center with the warmachines all on the
right and the hand gunners on the left.
He choose to scout his quarrelers, but not to hunt my engineer (hiding
behind a building) but instead in a building with a good section of the board
open for shooting – including the three tokens I put near the warmachines.
Once again I went first, sad as this would have been an opponent I
wouldn’t have minded losing 2 turns. I
didn’t have anything to do of course. On
Brandon’s turn 1 he took the opportunity of not being able to shoot to move his
three units forwards – getting him into position to claim the water feature
that was our “hill” to be king of.
On my turn 2, 2 units come on the table and I charge the cannon and the
organ gun with the unit and its weapon team.
The other unit lines up and starts shooting the handgunners. I kill 1.
In combat I do 2 wounds to the cannon and kill the organ gun and overrun
into the other cannon. Safety in combat.
On Brandon’s turn 2, the block units continue their march to claim the
objective. While getting ready to open
up with his cannon on my night runners (the strip that was shooting the
handgunners), I point out that he can only kill 2 but that with a grape shot he
can kill the weapon team. I guess he
didn’t know about grapeshot and proceeds to roll 10 shots and blast it off the
table. His handgunners and quarrelers
kill 11 out of the strip night runners, but they pass their test on a 6. I kill the cannon in combat.
My turn 3 and 2 more units come on.
I’m able to charge the rest of the warmachines and the unit in the
building. 2 units of gutter runners then
come on. I shoot and kill 10
handgunners. I kill off the rest of the
warmachines but lose the building and a few rats. A weapon team I had shot off to kill a
warmachine dies.
On Brandon’s turn 3 he fully claims the water feature. His handgunners whiff and the quarrelers kill
a weapon team.
On my turn 4 and the last of the gutter runners comes on. The gutter runners fail to charge the hand
gunners in the rear, needing a 4. I
charge the building again. In shooting I
kill 3 hand gunners and 3 warriors. In
combat I kill another quarrelers and once again lose.
On Brandon’s turn 4 the quarrelers
kill 4 in the unit that had been charging them, causing them to
panic. The hammerers turn around to try
to see if they can catch the night runners that just decimated the
warmachines. If the game were to end
right here I would lose because 440 points of night runners are still off the
table and count as dead if not on by the end of the game. We roll and the game continues
My turn 5 and both units roll to come on, followed by one of them
misfiring and killing itself (only 2 misfires out of 4 games so far!). The gutter runners charge the rear of the
hand gunners. In shooting I open up on
the center warriors killing 9. The hand
gunners die.
On his turn 5 the hammerers continue their movement to catch something,
focusing now on gutter runners (turns out he had picked killing champions and
those were all in my gutter runners).
His quarrelers shoot and kill off the 2 fleeing night runners (revenge
for trying to take their building?). At
this point it’s close, but with him holding the center it’s probably his
game. We roll and the game continues.
On my turn 6 I start opening up on the building because some units
can’t reach the hammerers or warriors. I
manage to kill 1 needing 8s to hot. I
then kill off the warriors and leave the thane with 1 wound. A weapons team dies, probably because I was
sloppy with my movement.
On his turn 6 the hammers charge a unit of gutter runners, and because
I feel like I’m up due to clearing the ‘hill’ and earning the warriors points,
I flee. He redirects into the unit
hiding in the building, which kills 2 hammers on the stand and shoot. I accept the charge because I’m confident
that he won’t be able to kill the entire unit and then won’t be able to run
them down due to the building rolls. His
quarrelers kill 3 night runners in the center, which hold. I kill 2 hammerers in combat, then he whiffs
only killing 3 and taking the building.
I pretty sure the game has now swung in to my side, but when we roll to see
if the game ends we find it will be turn 7.
On my turn 7 both units of gutter runner units rally. I then go onto kill the thane and claim the
center. I also manage to kill another
quarreler in shooting.
On Brandon’s last turn he finds his hammerers out of position inside
the building. His quarrelers try to earn
some points by shooting the night runner unit in the center, but only kills 2
and they hold.
So second win and with my objective of controlling quarters (though it
was close, I had to not move into optimal shooting range to ensure I made
it). I’m pretty sure I would have lost
had the game not gone on past turn 4.
The irony is last year I didn’t lose game 5 because the game did end on
turn 4. Lucky break both ways.
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