Showing posts with label Empire. Show all posts
Showing posts with label Empire. Show all posts

Sunday, May 4, 2014

Adepticon – It’s How You Use It PM – Round 3 – Matt Birdoff - Army

Terrain:  All forests are mysterious.
Deployment: Watchtower

Special Rules
All units within 6” of the building gain Regeneration (5+) and stupidity.  In addition, any garrisoned unit suffers -1 leadership.  A failed stupidity check by a garrisoned unit leaves building on a random side.

Bonus Points
+1 point for every player turn you controlled the building, up to a maximum of +5 points.
(Plus 1-3-5 Points for 1-2-3 Terrain pieces under control.) 


The List
Chaos Sorcerer, level 2, lore of death, chaos familiar

Chaos Chariot
Chaos Chariot
120 Chaos Marauders, banner, mark of slaanesh
5 Chaos Warhounds

Chimera, regernation

3 Skullcrushers, banner, ensorcelled weapons

Magic
Death wizard picks up spirit leech, purple sun and doom and darkness – ouch.



Deployment
We both deploy along the center.  Im figuring at this point that the steam tank can hold one side of the building with my other units on the other.  Matt puts his marauders across from the building and the rest on the right flank.  The dogs hide in the back.



Turn 1 – Empire
I move up, cannon misfires




Turn 1 – Warriors of Chaos
Matt moves up, rolls a 3/3 phase, puts them all into purple sun and fails.




Turn 2 – Empire
Steam tank misfires (3 wounds)

Knights charge marauders, which flee.  They redirect into the crushers.  The chickens join versus the crushers.

Chickens fail their charge… ouch

I roll an 8/6 magic phase.  A 3D reroll wounds is dispelled.  A 3D 5+ ward save is stopped.  I do get the flaming but he makes his saves.

Tank misfires, 3 wounds.

In combat we each do 2 wounds and he holds.



Turn 2 – Warriors of Chaos
The Chimera, which had been hiding off on the flank (from the cannon), flanked the knights.

The marauders rallied

He rolls a 2/1 magic phase and fails doom and darkness.

Nothing happens in the combat and I hold.



Turn 3 – Empire
My chickens flank the Chimera.  Steam tank doesn’t do anything.

I roll a 9/6 magic phase.  He allows the 4D 5+ ward save and the 1D fire.  He then dispels the 4D reroll.

in combat, the chimera takes 2 wounds but my BSB dies.  I win by musician.  The chimera breaks and escapes. The chickens over run to corner the skull crushers.



Turn 3 – Warriors of Chaos
Chariot counters and flanks my knights.  The chimera fails to rally and runs off the table.

An 8/7 magic phase has me allowing a 6D purple sun.  He kills 1 general and a knight and gets 2 dice back (10/7).  I then dispel the doom and darkness.

The chariot fails its fear test (I’m on fire baby!)

I lose a chicken and a knight but do 3 to the jugs and again win on musician.  He breaks in both units.  Both units escape.


Turn 4 – Empire
I charge the marauders and chariot.

Tank finally generates points and moves up to the building.  I dispel purple sun.

In combat I kill the general and 2 marauders and then run the unit down.  The chariot also dies in the combat.


Turn 4 – Warriors of Chaos
Right before he starts the turn, the 15 minute warning goes up, meaning not to start another turn.

Jugs rally.  Dogs walk up to the building.

With 14 minutes left, we can’t start another turn.  Means I can’t kill the dogs, which given 2 more turns I would have easily been able to do.  But those are the rules.  Matt would take a prize, I think Best General.  Would have been cool to take that twice, but best to get a loss in this day as I knew a perfect weekend was unlikely.



Thursday, May 1, 2014

Adepticon – It’s How You Use It PM – Round 2 – Bill Robertson – Warriors of Chaos

Terrain:  All forests are mysterious.
Deployment: Battleline

Special Rules
Arcane Nexus:  The Winds of Magic are especially strong here.  When rolling for Winds of Magic, roll 3D6 instead of 2D6 and discard the lowest die.  Your opponent will gain 1 additional dispel dice than usual.

Bonus Points
+1 point for every captured enemy banner, up to a maximum of +3 points
+1 point for every challenge won, up to a maximum of +2 points.
(Plus 1-3-5 Points for 1-2-3 Terrain pieces under control.)



The List
Chaos Sorcerer, enchanted shield, obsidian amulet, Level 2, lore of fire

14 Chaos Warriors, musician, standard
5 Chaos Warhounds

5 Chaos Knights, full command, banner of swiftness, lances

3 Skullcrushers of Khorn

Magic
Bill picks up flaming sword and fireball.

Deployment
We line up nicely in the center of the table.

Bill gets the first turn.




Turn 1 – Warriors of Chaos
Bill starts his move up.  Very slow though.

A 9/7 magic phase has me dispelling a 3D fireball.



Turn 1 – Empire
I begin to circle towards his three units.  My steam tank kills a skullcrusher.



Turn 2 – Warriors of Chaos
He moves up strong, revealing the movement banner on his knights as they move to try to get a flank.

A 7/7 magic phase as me dispelling a 4D flaming sword on the crushers.  I allow the fire ball (by having thrown all dice at the flaming sword), but make my saves.



Turn 2 – Empire
My steam tank decides to misfire.  It takes 3 wounds and gives me 3 steam points.

Seeing myself about to get tag teamed and pinned in, I declare charges.  The chickens go into crushers and the knights into the unit.

The tank moves into the dogs, why not, right?

I roll a 4/4 magic phase.  He allows me a 2D reroll wound on my knights and dispels the 2D wardsave.

In the monstrous cavalry combat I do 2 wounds but take 4 back.  I hold.  Ouch… knew Chickens weren’t skull crushers, but I was a model up!  The steam tank smears the dogs.

In the big combat, my captain kills his wizard.  I lose a knight but kill enough to make him need snakes… which he rolls.

Luckily, but losing a chicken knight he knights no longer have a flank charge.



Turn 3 – Warriors of Chaos
Knights move around.  In the combat I kill his champion.  The warriors break and get run down.  The chickens then break and get run down.



Turn 3 – Empire
My knights book it, not wanting to get to fight both knights and 2 skull crushers.  My steam tank takes off a skull crusher.



Turn 4 – Warriors of Chaos
His knights charge the steam tank.  Last crusher, instead of going after my knights turns and books it to the far side of the table.  The chaos knights fail their fear test but still do 2 wounds.



Turn 4 – Empire
My units turn to chase after the solo crusher knowing they never really have a chance to catch it.  The steam tank misfires but doesn’t do anything.  The tank takes another wound in combat.


Turn 5 – Warriors of Chaos
Nothing happens this turn but the crusher moves.


Turn 5 – Empire
The steam tank misfires and kills a knight.  I move some more, really just to force the skullcrusher to move.


Turn 6 – Warriors of Chaos
Just more of nothing but the skull crusher moving.


Turn 6 – Empire
My steam tank doesn’t misfire, kills 3 knights.  He then fails his fear and I kill the last one.

Another basically uneventful game.  I’m thinking it’s the empire list at this point.  And steam tanks are dumb.  Wishing I could have been allowed to play my dark elves this event, as there is just so much more for me to do each turn.  This list has basically no movement (move forward and charge), no magic and just a cannon that only sometimes can shoot.  Even combat isn’t exciting as I just don’t roll 1s and the tank doesn’t die.  Don’t get how my friends or anyone can play this list on a grander scale.  At least the battle report went fast… more words in this complaint then in the turn summary.

I also think that with me being 5/0 for Adepticon I’m going to find myself with shit dice during the championships as I can’t be lucky enough to go 14/0 for the weekend. 

Monday, April 28, 2014

Adepticon – It’s How You Use It PM – Round 1 – Cory Burns - Dwarfs

Terrain:  All forests are mysterious.
Deployment: Meeting Engagement

Bonus Points
                  +1 point for every unit in your enemy’s deployment zone up to a maximum of +5 points.
(Plus 1-3-5 Points for 1-2-3 Terrain pieces under control.)


The List
Runepriest, rune of stone, shield, rune of spellbreaking
Thane, BSB, Rune of stone, shield

28 Longbeards, musician, standard, rune of stoicism, shields

gyrocopter
gyrocopter
gyrocopter
Cannon, rune of forging, rune of burning


Gotta say, love the list.  Something along the lines of what I was thinking should I ever play dwarves (I won’t).  Cory rolled hatred for his entire army.


Deployment
Thanks to the Mission I got to deploy my entire army first.  I deployed to the center, along the front line with the building to the left of my line.

Cory, being a tactical genius (no sarcasm) actually didn’t deploy in the back corner, but instead on the left side near the front line, using the building as a shield and getting a flank shot on units with his cannon should he steal the first turn.  Quite unexpected and quickly put me in my place, reminding me that for the last year and a half I’ve been playing a very mobile army and that I might be rusty in other aspects of the game.

Cory would then roll that 6 and snatch the first turn.



Turn 1 – Dwarves
The first thing Cory does is jump his dwarves into the building.  Going to be tough to root out.  The gyros move around me.  The cannon takes a shot at my knights, but due to poor misfire and taking the iron curse icon I get away free.



Turn 1 – Empire
I turn to face my knights at the cannon and gyros.  I have no intention to going after the gyros, but this at least makes him move them.  I do know that if I don’t kill the cannon it will kill me, so I might as well take it out.  The tank turns towards the gyros and building.  The chickens start to move up to the building, taking their flank away from the cannon and starting the run around.

My shooting goes into the building as I can’t shoot easily past my knights.  I kill 1 dwarf.  Go first blood!



Turn 2 – Dwarves
The gyros move to start spraying.  I lose 4 knights to horrible rolls and the chicks take 2 wounds.



Turn 2 – Empire
Ignoring the flyers I know I can’t catch, the knights speed off towards the cannon.  I don’t move full distance as going into the forest insures 2 sets of tests (going in and charging out), but I’m close enough to make the charge with the Steel standard if I stay out and then only need to make 1 set of tests.

My cannon, going after 2 lined up gyros rolls a misfire and does nothing.



Turn 3 – Dwarves
The warriors come out into the face of the chicken knights.

The knights get bombed and lose another of their fellows.  The cannon misfires and I make the rest of my armor saves.



Turn 3 – Empire
Knights charge the cannon.  Chickens charge the warriors.

I kill the cannon and go off the table.  The chickens kill 4 dwarves and take 3 wounds.  I lose combat but escape.



Turn 4 – Dwarves
The warriors charge the chickens, which flee and redirect into the steam tank.

In combat the steam tank takes 2 wounds and the engineer kills a dwarf.


Turn 4 – Empire
I grind and kill 1 dwarf.  The chickens rally.

The steam tank kills 3 dwarves with the steam gun.

Turn 5 – Dwarves
I lose a chicken to more bombs.  I lose another knight and take a wound on the arch lector with the last bomb.

Turn 5 – Empire
Knowing that turning to go after the gyros chasing the knights is pointless, I move forward to claim the objective points.  To defend myself I use my 5/3 magic phase to put reroll wounds on the knights.  He dispels the wardsave.

In combat, the steam tank kills 1 dwarf.
  
Turn 6 – Dwarves
He charges his gyro into the last chicken.  I do 1 wound but still flee.  I escape.

Turn 6 – Empire
My unit breaks up, giving me 3 units in his deployment zone.  The chicken rallies, giving me a fourth.

This game was super-fast and super uneventful.  In the end I win because the cannon had runes that put it over 100 points and otherwise nothing died.  I think my opponent was very disappointed in the end, which was unfortunate.