Thursday, 28 February 2013

Lizardmen vs. Ogres 2400 Points


Ogre Kingdoms vs. Lizardmen
===========================

Overview
--------
Scenario: Battleline
Location: Manawatu Duellists
Date played: Thursday, 28 February 2013

Ogre Kingdoms
-------------
General: John
  (S) Slaughtermaster [385 points]
      - Lvl 4, Armour of Steeled Silver, Lore of the Great Maw, Ironcurse Icon, Dispel Scroll, Dawnstone

  (B1) Bruiser [154 points]
      - BSB, Heavy Armour, Sword of Striking, Enchanted Shield, Ruby Ring,

  (I1) 9 Ironguts [437 points]
      - FCG, Standard of Discipline, Lookout Gnoblar

  (B2) 8 Bulls [291 points]
      - FCG, Lookout Gnoblar

  (B3) 8 Bulls [291 points]
      - FCG, Lookout Gnoblar

  (L) 4 Leadbelchers [182 points]
      - Bellower

  (M1) 3 Mournfang [250 points]
      - FCG, Banner of Eternal Flame, Heavy Armour, Ironfists

  (M2) 3 Mournfang [240 points]
      - FCG, Heavy Armour, Ironfists

  (I2) Ironblaster [170 points]


  Total: 2400 points
  ------------------

Lizardmen
---------
General: Jeff
  (S1) Slann [300 points]
      - General, BSB, Becalming Cogitation, Lore of Shadow,

  (S2) Slann [275 points]
      - Focused Rumination, Lore of Death

  (SV1) Scar Vet [166 points]
      - Amulet of Itzi, Cold One, Dragon Helm, Great Weapon, Light Armour, Venom of the Firefly Frog

  (SV2) Scar Vet [160 points]
      - Burning Blade of Chotec, Charmed Shield, Dragonbane Gem, Light Armour, Potion of Strength, Cold One,

  (SP) Skink Priest [90 points]
      - Lvl 1, Dispel Scroll

  (S3) 16 Saurus [194 points]
      - Muso + Standard

  (SC1) 10 Skink Cohort [56 points]
      - Muso

  (SC2) 10 Skink Cohort [56 points]
      - Muso

  (SC3) 10 Skink Cohort [56 points]
      - Muso

  (SS1) 10 Skink Skirmishers [80 points]
      - Javelin and Shield

  (SS2) 10 Skink Skirmishers [80 points]
      - Javelin and Shield

  (SS3) 10 Skink Skirmishers [80 points]
      - Javelin and Shield

  (T1) 3 Terradons [90 points]

  (T2) 3 Terradons [90 points]

  (T3) 3 Terradons [90 points]

  (CS1) 9 Chameleon Skinks [108 points]

  (CS2) 9 Chameleon Skinks [108 points]

  (CS3) 6 Chameleon Skinks [72 points]

  (S4) 2 Salamanders [150 points]

  (S5) Salamander [75 points]


  Total: 2376 points
  ------------------

Deployment
----------


Deployment

John won the roll for table side and chose the Northern side, I was happy with this as it gave me a building to use in my deployment zone to ensure that getting into combat with my General (S1) would be virtually impossible. Deployment was as shown with my Terradons opting to Vanguard and my Camo Skinks using their scout ability. The critical mistake made here by John in my opinion was deploying the Leadbelchers on a flank and in such a manner that my camo skinks could scout on outside of LoS. The other flaw was not pushing B3 all the way up to the 12" line. The reason I think he kept his Mournfang unit with the flaming banner (M1) in the centre was because he knew that the on a flank they would get picked on by the flaming ward scar vets. By placing them in the middle the Scar Vets didn't have easy access to such a good match-up. We rolled to see who went first and I managed to win the roll.

Turn 1 - Lizardmen
------------------


1. Movement

I swept around John's right flank with the Camo Skinks and the Terradons, I'd identified the leadbelchers as his key weak spot and was intent on blow-piping them to death. All of my camo skinks moved outside of his charge arc so that the most he could do was reform and shoot. The rest of the army moved up cautiously while T2 managed to shoot over the Mournfang, drop rocks (which did nothing) and march block part of the Ogre Army.

2. Magic

I rolled poorly for winds of magic. My first cast was Doom and Darkness on the Leadbelchers, the spell went off with IF. My Slann rolled a 6, hitting only himself and saved the wound. My second spell cast was Miasma on M2 but this was easily dispelled by John. A mediocre phase but I got off what I needed.

3. Shooting

The Camo Skinks open up and wipe out the Leadbelchers to the ogre, causing a panic test on the Bulls next to them who break and flee off the board. I had fully expected to get the Leadbelchers one way or another but the Bulls were a major added bonus. T2 threw some Javelins at the Ironblaster and managed to take a wound off.

4. Combat

None

Turn 1 - Ogre Kingdoms
----------------------


1. Movement

John attempts a charge with M2 and I flee with both the Terradons and the Salamanders as I do not want to risk a successful charge at this point of the game. The rest of his army pushes up, though M1 is cautious to stay out of charge range of the Scar-Vets. The Ironblaster moves onto the flank of T2 to grapeshot them.

2. Magic

John rolls a decent Magic phase but I Becalm his Slaughtermaster. He attempts both a ruby ring and bonecrusher on one of the Scar Vets but I prevent both using dispel dice and a scroll.

3. Shooting

John's only shooting is the Grapeshot at the terradons. However he rolls a misfire and the Ironblaster spins around in a random direction

4. Combat

None

Turn 2 - Lizardmen
------------------


1. Movement

My Skinks begin sweeping around John's crumbling flank, eager to knock out the ironblaster. The two Scar-vets march up to the Mournfang and sit in front in such a way that charging only one is impossible. SC3 has moved to redirect the Gutstar away from my General and towards my other Skirmishers which can shoot it to death. Everything else rallies and takes up position to flee next turn or stay out of charge ranges.

2. Magic

I cast Spirit Leech on the Ironblaster , which goes off but is scrolled by John. I then cast doom and Darkness on M1 and then try a pit of shades on the Gutstar but fail to cast by 1.

3. Shooting

A whole hell of a lot of shooting goes into the Ironblaster and I take it down to 1 wound.

4. Combat

None

Turn 2 - Ogre Kingdoms
----------------------


1. Movement

The Ironguts charge the redirecting Skink Cohort. The Mournfang (M2) charges the Terradons, who flee, and fails it's charge, the Bulls then charge the Terradon forcing it to flee again.The Ironblaster turns around to face my Skink screen. Finally the M1 unit reforms and moves back to try and put some distance between themselves and the Scar vets and open up other charge opportunities.

2. Magic

I allow the bubble +1 T spell off and shut down the rest of John's magic phase. The reason for this is I figured that most of my wounds would be poison anyways.

3. Shooting

The Ironblaster takes a shot at my Death Slann, hits, and then fails to wound, in my defence I has a LoS and a 4++ so wasn't too worried.

4. Combat

The Ironguts wipe out the Skinks (though I did kill one) and over-run.

Turn 3 - Lizardmen
------------------


1. Movement

My Scar Vet fails his stupidity test and stumbles forward whilst the other rallies. I set up a lot of shooting into M2 with the hope of causing a panic test. My General moves into a gap in the charge arcs of M2 and B2 while my Salamanders position themselves to redirect the Mournfang. The restof the army continues swarming the Ironblaster and now begins to move towards the Ironguts.

2. Magic

I roll poorly and the only spell I manage is an IF Doom and Darkness on the Mournfang. I take a wound from the misfire chart.

3. Shooting.

The Camo Skinks drop the Ironblaster and cause a panic check on the Mournfang which they fail thanks to Doom and Darkness. They are now fleeing! I pour buckets of fire into the other Mournfang unit but only cause 2 wounds, meaning I'll have to count on the redirect.
Shooting at the Ironguts downs another Ogre and I attempt a salamander shot but roll well short and hit my own unit, which panics right into the path of the Ironguts.

4. Combat

None

Turn 3 - Ogre Kingdoms
----------------------


1. Movement

The Mournfang M1, fail to rally but flee a short distance. The Ironguts charge and catch SS2 while the Bulls make a very long charge into a Skink Cohort rather than trying to tangle with the Saurus. The other Mournfang charge the flank of the Salamanders.

2. Magic

John doesn't get any magic of consequence off this turn, but does dispel Doom and Darkness.

3. Shooting

None

4. Combat

The Bulls wipe out the Skinks and reform to charge the Saurus building. One Salamander survives the Mournfang but not even cold-blooded is enough to keep him in the fight. The Mournfang elect to overrun to the safety of being off the board.

Turn 4 - Lizardmen
------------------


1. Movement

The Saurus move out of the building to set up a charge on the rear of the Bulls, while my skirmishers move to block the Mournfang when they re-enter the table.The Terradons set up a double flee to protect my Slann from the Bulls. The rest of my units swarm around the Ironguts who are becoming depleted.

2. Magic

I throw it all at a Purple Sun through the Gutstar and get it off with John unable to stop it due to IF. It only goes 6" but that is enough to hit the whole gutstar. Some amazing rolling happens though and John only loses 3 Ironguts. I use the power dice I pick up and rumination to get off doom and darkness though. John passes his panic tests for the magic phase though. The Doom of Darkness is IF and I lose 3 magic levels, at this point that's ok.

3. Shooting.

A torrent of poisoned shots hit the Ironguts, killing another 2 which is now enough for a panic test. This time he fails and flees.

4. Combat

None

Turn 4 - Ogre Kingdoms
----------------------

1. Movement

The Gutstar fails its rally test and flees off the board. The Bulls go for something desperate and force the two terradon units protecting the Slann to flee, while the Mournfang re-enter the board but can do very little due to the blocking Skinks.

2. Magic

None

3. Shooting

None

4. Combat

None

Turn 5 - Lizardmen
------------------

1. Movement

The terradons rally and set up another flee screen for the Slann who turns around to face the Mournfang. The Skirmishers get out of the way. My Saurus and a Scar Vet are able to charge the rear of the Ogres while my other Scar Vet hurries over to add his weight to the combat should it go 2 turns. I do not move the rest of the army as it cannot at this point influence the battle. Of note is that my Skink Priest is 18" away from my General and if necessary I intend to smoke and Mirrors to get him away from the Mournfang.

2. Magic

I roll fairly well and know exactly what I'm going to cast. Pit of shades goes onto the Mournfang and with a bit of luck I wipe out the entire unit.

3. Shooting

None

4. Combat

The Scar Vet and Saurus win the combat by 5 causing a double 1 break test, which is failed, resulting in the Bulls being run down.


Final Thoughts

This was a brutal game where John never really recovered from his mistakes in deployment. Luck went both ways in the game with me failing some leadership tests I really shouldn't have and John not getting his re-rolls off.

I am happy with the list as it stands Skink skirmisher armies are brutally effective and the combination of Shadow and Death is brutal (though I have considered Light instead of Death). I also like that I can use the Skink Priest to find save havens for the Slann to bail to. I am also going to throw an Earthing Rod on the general for extra protection against miscasts. The Scar Vets proved their worth and together can deal with a huge range of threats.

The army is fun to use but I appreciate it' not fun to play against. I'll see how one tournament goes and then judge it up after that whether this is a road I really want to go down.

I hope you enjoyed and any thoughts/input is welcome.

Saturday, 23 February 2013

Fortnight In Gaming 1

I've decided that in order to make sure I keep the blog regularly updated I will begin a fortnightly (duh) Fortnight in Gaming update detailing new releases, games I am playing, hobby projects and other random thoughts. So without further adieu....

Purchasing + Painting

The last fortnight has seen the arrival of my new Lizardmen army which I purchased from a guy in Sydney, Australia.

This is about half of what I've managed to amass in the past two months.


I've combined this with some other Lizards I picked up on the cheap and unpainted and now have a stupidly large amount of Lizardmen. I've picked this up as my third army as the fluff and play style really appeals (sick of randomness from OnG and Skaven), the collection is mostly very well painted, everything in the army book is present. The hobby aspect here is that I now have about 40 skinks and a few terradons I am painting up to get the army ready to go for either Equinox or Natcon. I'm painting these to match the existing scheme and will put up a tutorial on how its done along with more pictures of the lizards later this week.

Gaming

I've played only two games of Warhammer Fantasy in the last 2 weeks which is a bit dissapointing and it seems with the departure of Adam Richards to the Taranaki my local scene is having a hard time firing up this year. Both games were against my mate Brendon's Beastmen, the first with my Skaven and the second with my Lizardmen. Both games were wins to myself (though it was a close call with the Skaven) and saw me trying out 2500 point no comp lists for Natcon. Brendon has settled on a pretty nasty herdstone list which I believe will see him do well against all but the nastiest of armies. These were good enjoyable games which importantly saw me make a few mistakes that I could learn from and hopefully not repeat in the future.

The other main gaming event of the past fortnight was attending Battlecry 2013 where I played Field of Glory Napoleonics. I really love this period of wargaming and have two armies (1812 Polish and 1812 Russian) which I have had professionally painted. The shame about Napoleonics is that the community is so fragmented; to the point that I dislike the rules played in Palmerston North but very much like Field of Glory. The net result is I do not play often.

My first game was against Keith who was using an 1812 French Army. Keith was a very crafty player and rolled successfully to defend. Through excellent use of terrain and the worst cavalry flank march in recorded history he absolutely massacred me. Keith travels to Palmerston North frequently though so I hope there will be a re-match in the future.
My Brave Poles advance against the French Defenders

My Polish Lancers charge the French Flank but rush headlong to their deaths.

The Polish Center is looking strong, but with the failed Cavalry charge the spirit of the army is broken.


The second game was against Stu's 1809 Saxons. I again opted to flank march with all of my cavalry while trying to stay away from his Elite Cuirassiers. This time the gambit work and my Lancers rushed onto his Right Flank and rolled up his best division, winning me the game.

My final game was against Kendall Blue's 1809 Russians. I was hopelessly outclassed by Kendall's skill and army and my soldiers knew it. After probably only an hour and a bit of play the Poles had quit the battlefield and begun the long march home back to Palmerston North from Auckland. All in all I had a great time. I enjoy playing the game Napoleonics and without any pretense of being any good which makes it all the more enjoyable.

Finally, I have managed to play some more games of the LOTR; LCG both with Brendon and my partner Adele. Brendon and I had a great time and he is now looking to pick some cards up himself. The real test though was with my girlfriend though. The first game was, to be honest, a disaster which took about 90 minutes to play through and involved tortuous amounts of explaining and appeals to suspend disbelief. After the game we decided we'd wait a week and try again as well as discuss what's actually happening during the game (Adele really wanted a narrative rather than just an abstract game). We then played two more games yesterday which went smoothly and both enjoyed. Just one more nerdy straw on the camel's back........

New Releases

So the big news here is of course the Confirmation of the Daemons of Chaos. I've been following the rumours with some interest and am glad to hear that Bloodletters have been adjusted. That being said it appears that Plaguebearers may just be stepping in to take their role in terms of auto-include 90 of these. For the most part I tend to wait until the books are out before I get to interested or invest too much time into thinking about the new rules and their consequences.

What can't be ignored though is the new models. I really like most of the new models, I think the heralds are spot on, am intrigued by the plague drones and impressed by the Tzeentch chariot set. What I can't stand the look off is the new Khorne Chariot/Cannon multi-kit.

U-G-L-Y!, You ain't got no alibi, you UGLY!





 I really dislike the look of this thing on many levels, for one the whole chassis is stupidly low to the ground, it looks to mechanical (my main complaint about the soul grinder) and dammit, does every bloodletter ever made have to be doing a haka?

Future Plans


The next two events on my radar are Equinox and Natcon where I will be playing Fantasy. At this stage I still haven't decided what armies to use and am torn between OnG and Lizardmen. I feel like I should continue on with my OnG despite being dissappointed with my performance at OTT as:

1. I shouldn't let one bad result get me down.
2. I theoretically used up most of a year's bad luck at OTT.
3. The OnG list I want to take (hordes of Night Goblins and Squigs) is really cool and people love it.

On the flipside, I also enjoy the Lizardmen and do believe that they are much more capable of getting me the top 10 results I want to be able to get to Masters at the end of the year. In all likelihood it will come down to where my painting is at the day lists are due with it being in favour of the Lizards at the moment.

The second bit of news is that Kieran Mahoney and I ( http://6mm.wargaming.info/ ) have decided to collaborate and put out a set of Modern rules for 6mm/1:300 to succeed the WRG Moderns rules currently used in NZ. I've already got a draft written and hopefully with his gaming experience and my military experience we can get something more contemporary, funner to play and easier to update out sometime this year. I'm really excited about this, not that I'm looking to publish anything or make money, but just as an exercise in really understanding what makes a wargame tick.

Final Thoughts

I'm not playing enough Warhammer Fantasy against enough people to feel prepared for tournaments. I only have four regular opponents (only one of whom is really regular) due to living in the agricultural hub that is the Manawatu. I listen to all the podcasts, read blogs and forums but there really is no excuse for playing games. I'm going to have to make some effort to either bring new people into the hobby in Palmerston North (not sure how to go about this), or really seriously get into www.universalbattles.com (where a game realistically takes 5 hours to complete) if I want to get the game-time up I need to feel comfortable going into tournaments. So, if there's anyone reading this in the Manawatu who is keen to get some games in (or even within 45 minutes to an hour drive), let me know so we can play with eachother's toys.

Well that's all, any feedback, name-calling, criticism or cat-calling is not only welcome but expected.....

Thursday, 21 February 2013

Lizardmen vs. Beastmen 2500 Points


Lizardmen vs. Beastmen
======================

Overview
--------
Scenario: Battle for the Pass
Location: The Man Cave
Date played: Thursday, 21 February 2013

1. The table had been set up and Brendon had the honor of rolling for mission. The roll came down a 3 and it was to be a battle for the pass. The narrowness of the table meant I would have trouble getting around him but that nearly all of my army would get to flee past my General when they decided discretion was the better part of valour. This game was a practice game for an upcoming no-comp tourney, so I had pulled out every toy in the lizardmen army book to shut down enemy magic phases, while Brendon was using his herdstone Death/Shadow list which he's had mixed success with recently.

Lizardmen
---------
General: Jeff


  (TGwS) 26 Temple Guard with Slann - L4, BSB, Standard of Disc, Becalming, Rumination, Mystery, Soul of Stone, Cupped Hands, Ruby Ring


  (SP1) Skink Priest - Dispel Scroll

  (SP2) Skink Priest - Cube of Darkness


  (SW) 25 Saurus Warriors - Muso+ Standard

  (SC1) 10 Skink Cohort + Muso

  (SC2) 10 Skink Cohort + Muso

  (SC3) 10 Skink Cohort + Muso

  (SS1) 10 Skink Skirmishers - Javelins

  (SS2) 10 Skink Skirmishers - Javelins

  (T1) 3 Terradons

  (T2) 3 Terradons

  (CS1) 9 Chameleon Skinks

  (CS2) 9 Chameleon Skinks

  (CS3) 6 Chameleon Skinks

  (S1) 2 Salamanders

  (S2) Salamander




  Total: 16 points
  ----------------

Beastmen
--------
General: Brendon
  (BL) Beast Lord- 4+,4++

  (B1) BSB- 2+,5++

  (GBS) Great Bray Shaman- L4, Death

  (S1) Shaman- L2 Shadow

  (S2) Shaman - L1 Shadow, Herdstone

  (S3) Shaman - L1 Shadow, Herdstone

  (G1) 40 Gors - AHW, Beast Banner

  (G2) 30 Gors - AHW

  (B2) 25 Bestigor - Flaming Banner

  (CH1) 5 Chaos Hounds

  (CH2) 5 Chaos Hounds

  (CH3) 5 Chaos Hounds

  (H1) 5 Harpies

  (H2) 5 Harpies

  (C1) Chariot

  (C2) Chariot

  (UR1) 5 Ungor Raiders

  (UR2) 5 Ungor Raiders


  Total: 18 points
  ----------------

Deployment
----------


Deployment

Deployment sees Brendon win choice of table edge. He deploys right up on the edge of his deployment zone and I opt to do the same. Of note is that he has invested a lot of his skirmishing assets into defending his back-zone out of fear of ambushing chameleon skinks and of Terradons making a second turn dash over the front line. I've deployed most of my skirmishers on the line with the exception of one unit of terradons and 2 skink priests which I have used to ensure his harpies can't get behind me.

In terms of Magic I have brought a tooled-up Slann with life and two L1 Heavens Skinks. He has 2 Shadow Level 1's who are in the Bestigor unit near the herdstone, a Level 2 with shadow and a Level 4 with Death. I though have brought Cupped Hands, Becalming Cogitation, Dispel Scroll and Cube of Darkness so expect to be able to completely shut down his Magic Phase. With a toss of the dice I manage to pull first turn.

Turn 1 - Lizardmen
------------------


1. Movement

I saw that I had a chance to get around Brendon's left flank so took it with the Camo Skinks and pushed them up to wipe out his dogs. The rest of the army advanced warily forward to avoid charges from his combat blocks. The Slann did a quick reform and started moving towards the enemy Level 4 in order to get into Becalming Cogitation range.

2. Magic

I rolled a measly 4 for magic so put up throne of vines and shield of thorns on the Temple Guard. Due to range and LoS issues I had no other real options.

2. Shooting

The Camo Skinks opened up on the Hounds and wiped them out. A good start to the game.

3. Combat

None

Turn 1 - Beastmen
-----------------


1. Movement

The Bestigors declare a charge on CS2 who opt to flee. I can't recall if he failed the redirect or opted to accept the failed charge. Brendon was wary of leaving behind the herdstone so early in the game. His chaff repositioned to allow the harpies to try and double charge fleeing skinks in the next turn.

2. Magic

Brendon rolledd average for winds of magic and spirit leeched the Salamander S2, I dispelled this. He then cast Miasma on the Terradons which I dispelled.

3. Shooting

None

4. Combat

None                                                          

Turn 2 - Lizardmen
------------------


1. Movement

The Camo Skinks rally while the other two units begin working their way around Brendon's left flank. The rest of the army advances up into charge range of most of his blocks in order to flee again. The Temple guard continue moving in order to get in Becalming range.

2. Magic

I attempt to 6-Dice Dweller's Below on G2 and get it off, Brendon uses his scroll, I then use awakening of the wood on G1 and kill 5 (they are just in the forest).

3. Shooting

The Camo Skinks open up with their blow-pipe machine guns and send the Ungor fleeing through one of the chariots, causing it to flee off the board. On the other side of the board the Skinks and salamander shoot off the last unit of chaos hounds. In the center my skinks start taking potshots at Brendon's combat blocks killing several. The two salamanders who make up S1 fire at the bestigors but only roll 2 for the distance and kill 2.

4. Combat

None if I can help it.

Turn 2 - Beastmen
-----------------


1. Movement

The Bestigor declare a charge on the Terradons (T1) who flee, they redirect into S1 but fail the charge (Brendon was pretty unlucky here). The main block of Gors charges SS2 and SC3 who both flee and lurches a couple inches forward. G2 charges the Terradons (T2) who flee but don't elect to redirect. The rest of his army manuevers in his backline.

2. Magic

Brendon's magic phase sees him cast a purple sun which I dispel with cube of darkness. I then dispel the rest of his casting attempts.

3. Shooting

None

4. Combat

None

Turn 3 - Lizardmen
------------------


1. Movement

My Skink Skirmisher unit fails to rally and leaves the board.  My skirmishers are now in full swarm mode and move into the flanks of the Bestigors and the Gors.

2. Magic

I fail to cast Dweller's on G2 but unleash a good deal of Ruby Ring and Awakening of the Woods which rolls well and kills 7-8 Gor.

3.  Shooting

I start with the salamanders who do amazing things. S2 manages to kill 4 models in G2 but causes them to flee. S1 has even better luck and kills so many in G1 that the unit is eventually reduced to 12 models. The terradons luck out and drop 2 harpies. While The Camo Skinks collect a few more scalps off the now depleted bestigors.

4. Combat

None

Turn 3 - Beastmen
-----------------


1. Movement

G2 manages to rally while the Bestigor reform as they can't see any of my skirmishers. The BSB makes a desperate charge but fails to catch any of the fleeing skinks. The rest of his army moves towards the backline to save points.

2. Magic

All Brendon manages to get off is a Spirit Leech which kills a Salamander. He tries for a big Pit of Shades on the Saurus but just fails to cast.

3. Shooting

None

4. Combat

None

Turn 4 - Lizardmen
------------------


1. Movement

Everyone rallies and starts swarming around the Bestigor and remaining Gors.

2. Magic

I get off a Dweller's on the Bestigor and kill both shamans as well as half the unit. I then cast awakening of the woods and fireball to bring them down to 1 model.

3. Shooting

The Camo Skinks finish off the Bestigor. While the rest of the army focuses on the remaining Gor Block, leaving only 3 and the general on one wound alive. The Harpies are also killed.

4. Combat

None

Turn 4 - Beastmen
-----------------


1. Movement

The Chariot charges the Terradons who flee and fails its charge. G2 marches straight up the board and lines up an angle for a purple sun attempt at my Slann. The BSB jumps back into the Gor and prepares to try and weather the storm.

2. Magic

The Great Bray Shaman lines up a long purple sun shot at the Slann and gets an IF off, unfortunately the vortex only moves 12 inches, killing a Terradon and a few skinks. The miscast is a power drain which Brendon opts to re-roll but comes up with snake eyes! 11 of his Gors are killed and in a truly horrific fashion the Shaman is pulled into the warp.

3. Shooting

None

4. Combat

None



Turn 5 - Lizardmen
------------------


1. Movement

Everyone Rallies and we form a circle around the General, I'm not worried about the chariot as I can flee from it reliably.

2. Magic

I cast Dweller's Below on the Gor+General+BSB, killing the BSB and one of the two remaining Gor.

3. Shooting

Dozens of poisoned shots make a pin-cushion out of the General and one Gor.

4. Combat

None


At this point we called it a game so that we could play a few games of the LoTR LCG Brendon wanted to try out. It was a very large win to me with him only picking up about 150 points off of my army. There were a few reasons for this:

1. The Dice really favoured me, Brendon had some short failed charges to deal with, a wizard drop down a hole and me kill 3 characters with 2 Dwellers. This sort of luck saw him facing a real uphill battle and let me off the hook for the few mistakes I made.

2. I felt Brendon was too defensive with his chariots, these guys are tough as nails but he saw them as vulnerable to the Camo Skinks. I think they could have been used to effectively drive the Camo Skinks back for a few turns if deployed correctly and working with the harpies to double charge fleeing units. Furthermore his Shadow and Death Mages needed to rush the Slann and 6 dice things like Pit and Purple sun to attempt to assassinate the Slann.

3. The Lizardmen army works, I've never before played before or against this style of lizard army and was amazed by how effective it was. Even a herdstone list got essentially no magic phase. After having a poor run with animosity and randomness with my Orcs and Goblins lately it was a relief to play a dependable army that rewarded good planning.

Well that's all for now, I will aim to get more battle reports up soon as I practice with my Lizards for some upcoming tournaments. I intend to try out a Light/Saurus list as well as a Jurassic Park type list with a Carnosaur and some Stegadons. I will also post some pictures of the army as it is close to finished.


Monday, 11 February 2013

Lord of the Rings: The LCG

So in a (probably doomed) attempt to get my girlfriend to be nerdy with me (she does help me with basing) I've sprung and picked up the Lord of the Rings: The Card Game.

http://www.fantasyflightgames.com/edge_minisite.asp?eidm=129&enmi=The%20Lord%20of%20the%20Rings:%20The%20Card%20Game

I managed to give it a go with a fellow nerd after Saturday's games at Over the Top and had an absolute blast. The game is cooperative and sees each player use a deck to beat an "encounter deck" that is structured according to preset scenarios. In the coreset you adventure off to Mirkwood forest and scrap it up with spiders, orcs and even a Nazgul (if you're unlucky). You can build your own decks or use one of the four pre-made decks. The cool part is that the expansions come out as new adventures and you know exactly what you're getting. I once dabbled in MtG and hated the randomness of buying booster packs so this is a real plus.

Sometime this week I'll get my girlfriend to have a game with me and hopefully push her onto a slippery slope, alternatively I'll have to sleep on the couch when I'm too bossy and tell her what to do with Eowyn.

Sunday, 10 February 2013

Over the Top Tournament Report

Well another tournament down as I attended Over the Top in Hamilton last weekend. My friend Adam and I drove up on the Friday night via Hawera making for a 7 hour drive and a late night. This was my second tournament and with a small field of 18 I had high hopes for a top 5 finish. The army I took was:

Orcs and Goblins

Savage Orc Great Shaman - Level 4, Lucky Shrunken Head, Obsidian Trinket, Fencer's Blades

Black Orc BSB- Standard of Discipline
NG Shaman - L2, Dispel Scroll
NG Shaman - L1, Channelling Rod

21 NG - Bows, 2 Fanatics
21 NG - Bows, 2 Fanatics
31 Savage Orc Big'unz - Full Command, Bows

6 Trolls
Goblin Wolf Chariot
Goblin Wolf Chariot
Goblin Wolf Chariot
Squig Herd - 24 Squigs/11 Herders
Squig Herd - 24 Squigs/12 Herders

Mangler
Mangler
Rock Lobba
Doom Diver
Doom Diver

Game 1 vs. Nick Munn (Skaven) Battleline

Nick had:

Grey Seer/Bell

Chieftain BSB
Chieftain (fighty)
Warplock Engineer (Doomrocket)

3x40 Slaves
1x40 Clanrats
1x30 Stormvermin
2 Rat Darts

2x8 Gutter Runners

HPA
Doomwheel
WLC

I was pretty nervous going into this game as Nick had a very solid list. Fortunately for myself though this was Nick's first tournament and he is relatively inexperienced. This meant he deployed in a pretty linear battle-line rather than castling and thus left his flanks and 2 slave units exposed. I took advantage of this and for the most part just rushed his army which due to his deployment I was able to take off piecemeal. He ambushed with one unit of gutter runners but they fell to a fanatic trap. In the end he managed to preserve his grey seer and bell denying me a total tabling.

Results: 17-3 Win

Thoughts: Everything went well in this game for myself except 2 warmachines misfiring and destroying themselves. I played well and took advantage of his deployment and got a good result. The game still managed to be fun and Nick was a good guy who I look forward to seeing at more tourneys. In this game I played well, the army worked and the deployment set me up for a good result.

Game 2 vs. Wil Hoverd (Ogres) Blood and Glory

Nick had a pretty strong Ogre Kingdoms army with some cool desert effects on the bases:

Slaughtermaster - Heavens, Glittering Scales, Fencer's Blades

Butcher - Death
Bruiser - BSB

8 Bulls
8 Ironguts

7 Maneaters - Stubborn/Swiftstride
4 Maneaters - ITP, Scout
2 Mournfang
3 x1 Sabretusks

Ironblaster

I fancied this match-up and sat back and let Wil come at me. His Ironblaster took off both Manglers and 2 chariots (broken) but the rest of the army held up well and I was able to see off both units off Man-eaters and the Mournfang for no real loss when they tried to envelop me. I then transferred to the offensive and rushed his Bulls and depleted gutstar (thanks to shooting and a Foot of Gork). This was largely successful as I managed to get the Slaughtermaster, but poor positioning of the Trolls caused them to get destroyed by a flank charge from the Bulls.

Results: 13-7 Win

Thoughts: I was pretty happy with my result here as Wil was a good player who finished in 3rd place. My only mistake of the game was the troll's positioning but I did try to fix it with a Hand of Gork. The army worked well and average dice saw me get a win I deserved. Verdict - 40% Skill 40% Army build 20% luck.

Game 3 vs. Ryan Simister (Warriors of Chaos) Meeting Engagement

Ryan is a very experienced player with a beautiful WoC Army:

Chaos Lord  - mounted and ready to deal death

Chaos BSB -  mounted and kitted out to live forever
Chaos Sorcerer- L2 + Puppet
Chaos Sorcerer - L2 +Extra spell

25? Warriors of Chaos - MoT, HW+Shields
5 Chaos Hounds
5 Mounted Marauders
5 Mounted Marauders

Chariot
3 Dragon Ogres
Warshrine

I was fairly confident going into this game as I figured I could castle up and force Ryan to come to me. Unfortunately Ryan won the roll to pick sides and forced me into a position where I couldn't castle in my corner (which was entirely a forest). To make matters worse I started with 2 Doom Divers off the board. I castled as best as I could but started making mistakes, I placed the Manglers close enough together that one unit of marauders popped both (I should have had them behind my lines to run through later). I tried to move my units up to force engagement and maintain the fanatic trap but a forest and sloppy measuring meant that I was unable to spring fanatics when he charged (I felt I had to move up as I thought his Chariot and Drogres would get around my flank if I left it too late). The rest of the game saw Trolls and Squigs against his knights where I took out the unit but couldn't get anything on the BSB or Lord (he made a shit-load of ward saves) and my other Squig unit get munched by the warriors. The final turn saw me kill the Lord but lose the combat, seeing my trolls flee and get cut down and the squigs pop killing a lot of warriors and the chariot. The warriors broke my other squigs and then his remaining units charged my Savages off the board.

Result: 4-16 Loss

Thoughts: I had very poor luck in this game, with my warmachines starting off the table and then all destroying themselves with misfires and my shamans killing themselves with mushrooms on their first casts. That being said I also played poorly. If I had maintainted my original battle-line and fanatic trap, Ryan would not have had time to collect my major units and while I still would have lost it would not have been so bad. Ryan was a good player who took all his chances and deserved the win. Objectively I put this loss down to 50% my mistakes and 50% luck.

Game 4 vs. Richard Barber (Chaos Dwarves) Watchtowe

Richard was a savvy general with a brutal CD Army:

Prophet on Bale Taurus with all the toys

BSB
Hobgoblin on wolf
Hobgoblin on wolf

20 Hobgoblins
20 Hobgoblins
30 Infernal Guard

Hellcannon
Cannon?

K'dai Destroyer

Richard won the watchtower and garrisoned it with 20 goblins. I set up to charge it first turn with either a squig unit or my Savage Orcs. My plan was to take the tower with the Orcs and then throw away the rest of my army against the Kadaii destroyer to get the 11-9 win. I rolled for animosity though and not only did both my squigs roll 1's meaning I couldn't assault the tower, but one unit rolled double 1's and thus caused my Savages to squabble. This was game right there and I knew it. The next turns saw my mage bunker flee off the board despite re-rolls after I failed to dispel Doom and Darkness with like 5 dice, my Savages and Shaman get deleted by a purple sun after I failed a look-out sir and my BSB die to a measly 5 goblin attacks. Virtually everything went wrong that could and Richard made sure he took all of the opportunities that opened up.

Result: 0-20 Loss

Thoughts: I was confident I could grab and hold the tower for an 11-9 win going in and I still believe my plan was sound and would have worked. The odds of what happening happend are absurdly low and though there is a way to prevent it I really needed my goblin units where they were to protect against a K'dai on my flank. I don't want to take anything away from Richard who went on to place 2nd but I see this result as being down to awful luck that meant I simply couldn't even try to win the game. I genuinely don't see what I could have done different. Verdict - 80% luck, 10% my skill, 10% army comp (no flaming wards).

Game 5 vs. Sean Robertson (Dark Elves) Battleline

I now was floating towards the bottom of the pack and drew Sean. Sean had a cool MSU Dark Elves army and was playing in his first tourney.

Sorceress - L4, Pendant

Sorceress - L2, Dispel Scroll
Cauldron
Hero - Fighty

20 Spearmen
30 Corsairs
10 Repeater Crossbows
10 Repeater Crossbows

20 Black Guard
5 Witch Elves
5 Witch Elves
5 Harpies
5 Harpies
10 Shades
Chariot

Hydra

I was pretty confident going into this game and castled up in a corner to let him come to me while I took points off with artillery. The bad luck started early when I combo charged the shades with 2 chariots, while I destroyed the unit, one of them overran only 3 inches just missing a unit of harpies (they were 4" away) and the second managed to overrun into the other unit of harpies but did only 1 impact hit. The next turn both died when really I should have cleared all his chaff in one fell swoop. I cast an IF Foot of Gork in turn 2, killing 11 Black Guard but then rolled a 1 and my Savages got stomped killing 14 despite me having a 4+ ward. I then rolled dimensional cascade, killing another 4 or 5 Savages, wounded my BSB when he failed his look out sir but managed to stay alive. His Hydra and some Witches charged my trolls but I killed both using a fanatic trap. I was only just up in turn 3 and knew that Sean had the option to just turn around, conserve points and cast purple sun/death magic until my Savages and general died (there were not many left at all), so I threw Foot of Gork again to stomp his blocks to make sure I could get points off him with artillery if he tried to do so. I cast it IF, scattered but still killed 12 Corsairs, enough to set me up for a huge win and then dimensional cascaded again, bringing my Savages down to 11 models and sure enough killing my Shaman in the process. To add insult to injury Gork didn't even stomp twice. Disaster had struck and I was now facing a tabling instead of being poised to give one. The next few turns saw my Squigs just manage to kill the black guard, my Savages did a suicide charge (thanks to failed frenzy) into the corsairs to force an overrun to allow my other squigs to kill them, a repeater crossbow unit and the L2, while the rest of my army fell apart, including 2 warmachine misfire explosions. The game ended with very little on the board for either of us.

Result: 8-12 Loss

Thoughts: I was furious by the end of this game at my inability to get a win, when it really should have been mine. Any result but dropping down a hole would have seen me get a massive win but alas that's how it goes. The fate of the chariots was also upsetting as I had done everything right but rolled nothing but 1's over and over. With all due respect to Sean I think this loss could be chalked up mostly to awful luck. Sure I could not have risked casting with my Shaman, but I needed a win to get back in the tourney and with only a 1 in 12 chance of dying to a miscast it was well worth it. I felt I did well to claw back an 8-12 in the last turn. I'd also like to apologise to Sean as it probably wasn't a very fun game as I was exhausted and having a harder and harder time putting on a brave face as the ones kept coming. If you're reading I hope we get a chance to play again when I'm a bit more rested and I promise win or lose I'll be more jovial.

Conclusion:

While it was a 6 game tourney I was then drawn to play my good friend Adam Richards who I had driven up with. We've played eachother dozens of times and neither of us were in the running for anything so asked the TO Russ if we could take a draw and get on the road as we had a 7 hour drive ahead of us. He was kind enough to approve and we bid everyone farewell. I enjoyed the tournament which was well run, had good scenery, balanced scenarios and plenty of good players. I also stayed at the provided accomodation though this was a mistake, it was too full of eager teenagers who wanted to stay up all night being nerdy. While I admire this I desperately needed sleep and I do think the 4.5 hours sleep each night affected my gameplay.

Final Thoughts

My Gameplay - I felt I played as well as I could in all of the games bar Game 3 versus Ryan. When I managed to get on top I stayed there and I felt I mitigated disasters as best as I could in the other two games. Against Ryan I was sloppy and I paid the price for this. I played quicker than in my last tournament so that is a plus but on the negative side I have decided that my play is a bit sloppy when it comes to measuring ranges and angles. I tend to give my opponents the benefit of the doubt at all times and tend to be a bit too sure I can do something without measuring everything exactly. I need to work on both checking my opponents and more importantly checking myself. Despite my poor performance I still believe my gameplay is solid but there are a few things to work on and I need to find a way to play a wider range of players and armies (difficult as I live in a small town.)

My Army - I still believe the concept of my army is solid. I take a risk with the lack of flaming attacks or a flaming ward, but K'dai are very rare and the use of poison allowed me to take down an HPA and a Hydra. I dearly missed the earthing rod, but at the same time the better ward proved very useful. Bows on the savages helped clear out chaff effectively and allowed them to tick up wounds here and there over the course of the game. I have done all I can to mitigate animosity, I tried to stick the goblins and squigs close together so double 1's would not affect the savages but sometimes you need to take the risk and I got burnt. What has upset me is how susceptible the army is to randomness.

My luck - Objectively, it was awful and crippling. My luck in the draw saw me play all of the eventual podium winners so I had few easier games. My luck during games was crippling and happened against good players who could totally take advantage of my misfortune. The fact that I play OnG means I am more susceptible than most to randomness and in this tourney the effects of animosity, random movement and reliance on a single character for leadership all burnt me really bad. This has left a bad taste in my mouth and I am looking at my lizards for future tourneys.

Painting -  My army picked up 45/50 for painting (Max marks is 40), I'm really happy with this and it has reinforced the good buzz that is finishing your first army.

All in all had a good but exhausting time and it was great to catch up with and meet new people. There's a really good sense of community at tournaments and keen to be a part of it. If you have any thoughts, tips or advice on the report I'd love to hear it.

Cheers. Jeff



Friday, 1 February 2013

Going Over the Top! next week in Hamilton

Hello All, Well next week will see me attending my second tournament of the year called Over the Top in Hamiilton, New Zealand. This is a 2400 point tournament using ETC-ish hard comps which will hopefully result in a lower power level of armies than at my last tournament Arch Enemy. There are pretty heavy restrictions on unit sizes, Ogres, Lizards, Daemons etc. Fortunately Orcs and Goblins get pretty much left alone. I've decided to take a more conventional army to try and address the randomness and animosity issues I had at Arch Enemy. The list without magic items is (as I haven't confirmed if the tournament is open or closed lists):

Savage Orc Great Shaman

Black Orc Big Boss - BSB
NG Shaman
NG Shaman

31 Savage Orc Big Unz - Full Command, Bows
21 NG - Bows
21 NG - Bows
? Fanatics

Goblin Wolf Chariot
Goblin Wolf Chariot
Goblin Wolf Chariot
6 Trolls
Squig Herd - 24 Squigs/11 Herders
Squig Herd - 24 Squigs/10 Herders

Doom Diver
Doom Diver
Rock Lobba
Mangler Squig
Mangler Squig

I've had two trial games with this army against Beastmen and Vampire Counts where it performed very well and got big wins. I found the list a lot more reliable to use and enjoyed the flexibility of the Savage Orc unit. I'm missing a few drops but I think I had too many in the first place and now I might actually get a +1 for first turn one day. Any thoughts on the list or match-ups to watch out for are most appreciated.

Cheers. Jeff