Sunday, 28 April 2013

Runefang VI Tournament Report (Day 1)

Over the last weekend I attended Runefang VI, a 28 person/5 round Warhammer Fantasy Battles tournament in Wellington New Zealand. This was my fourth fantasy tournament this year/ever and I was going into it off of a good result with my Lizards at Natcon but with very little practice due to university and work commitments. The list I took was:

Slann - BSB, Lore of Metal, Focussed Rumination
Slann - Lore of Death, Becalming Cogitation

Scar Vet - Burning Blade of Chotec, Charmed Shield, Cold One, Light Armour, Cold One, Dragonbane Gem
Scar Vet - Great Weapon, Cold One, Dragonhelm, Dawnstone, Venom of the Firefly Frog, Light Armour
Skink Priest - Dispel Scroll, Curse Charm of Tepok

10 Skink Skirmishers - Javelin + Shields
10 Skink Skirmishers - Javelin + Shields
10 Skink Skirmishers - Javelin + Shields
22 Skink Cohort - Muso+Standard
22 Skink Cohort - Muso+Standard
20 Skink Cohort - Muso+Standard

9 Camo Skinks
9 Camo Skinks
6 Camo SKinks
3 Terradons
3 Terradons
3 Terradons

2 Salamanders
1 Salamander

All in all a very similar list to the one I took to NATCON but with some small changes to bring it to 2400 points and to fit the comp system. It is also a very hard list (though not in my opinion the hardest list at the tournament.) That said I had the tools to do well.

Game 1 vs Tane Woodley (Dwarves/Eventual Placing 4th=) Dawn Attack

Tane was using a very shooty Dwarf army with:

Runelord - MROC, Rune of Spellbreaking, Rune of Spelleater

Thane - BSB
Engineer
Dragonslayer

35 Dwarf Warriors - GW, FC
22 Quarreler Rangers - GW, FC

30 Hammerers
Grudge Thrower
Grudge Thrower
Cannon

Organ Gun
Organ Gun

Dawn Attack was fairly kind for my army (though it takes a lot to mess up my army in this scenario). Tane had his army castled in his left hand corner by using his scouting Quarrelers to close the door, while he couldn't avoid having an organ gun, grudge thrower and his BSB stuck on the other edge of the board.

The game went pretty well as I quickly moved to pick up points for his isolated units and chipping away at his castle. I put the two Scar Vets into the Quarrelers who proceeded to destroy the unit over the course of several turns and managed to isolate and destroy the Warrior Block. The last turn saw me have the chance to take out his remaining two warmachines but I fluffed my rolls with Scar Vets and Terradons. I also had a huge chance for a 20-0 when my salamanders forced his Hammerer Block and General to flee  but they only did so 3". Any other result would have seen them off the board.

Result:15- 5 Win

Thoughts: I was reasonably happy with this result against a well played shooty Dwarf Army. Tane made no mistakes during the game for me to take advantage of. With two organ guns and a cannon there was virtually no way to prevent him picking up points though in the end I was unlucky not to pick up a few more either from the warmachines or a longer flee on his warriors.

Game 2 vs. Badass Librarian aka Bo Paterson (Lizards/Eventual Placing:17th) Blood and Glory

Bo was using a very balanced Party Light Slann/Saurus/EOTG list

Slann - BSB, Standard of Disc, Rumination, Loremaster, Ethereal, Becalming, Dragonbane Gem, Lore of Light

Skink Priest - Engine of the Gods, Other Trickster's Shard, Level 2, Glyph Necklace
Scar Veteran - Light Armour, Cold One, Burning Blade of Chotec, Dawnstone, Charmed Shield

10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Cohort
10 Skink Cohort
28 Saurus- FCG
30 Saurus -FCG

5 Camo Skinks
5 Camo Skinks

2 Salamanders
1 Salamander

I failed completely in this match-up to properly assess how to win. After failing to play to the mission costing me a podium at NATCON I was totally focussed on breaking the enemy army which could only really be achieved by killing the Slann as far as I could see since I didn't see myself as able to kill both units of Saurus when protected by Pha's protection and with his skirmishers shielding them. As such I saw a Final Transmutation on the Slann as my only real means of Breaking the enemy.

The game was lost largely due to my massive underestimation of the Engine of the Gods which he just pushed forward into my army. With pretty good rolls (11" and 8") he managed to kill dozens of skinks, both units of salamanders, two units of Terradons, both of my Scar Vets in one go (rolled 6 hits on each and did 3 wounds on each). From this point on I could do little but throw units in the way to try and keep my Slann alive while hoping for the Final Trans to work on his Slann. In the end a 16" charge from the EOTG caught my Slann and his skinks on the back-line and pinned him down to kill him with a flank charge from the Saurus. One more turn of manuever and I may have been able to avoid breaking but oh well. I had 4 chances to win when I successfully cast Final Transmutation on the enemy Slann but the roll of 6 never came up:

Result: 0-20 Loss

Thoughts: I was gutted at this loss and my inability once again to get Blood and Glory right. In hindsight if I had thrown all my magic into Searing Doom's I would have downed the EOTG by Turn 2 and had significantly more space/time to work with in attempting to get either his blocks or his Slann. I realised in Turn 2 that my tactic of sniping the Slann was putting me in huge danger and positioned the Scar Vets to pull the EOTG down, but Bo's subsequent Burning Alignment rolls killed so much that I had no way back into the game. At the end of the day the 1000 points given for breaking the enemy meant that the 2-3 points I would have got turned into zero. I need to take more time before the game to really appreciate the match-ups and understand what I have to do to get the win in this scenario since every tournament I've been to uses different bonuses/penalties for breaking. Overall I was very dissappointed with myself though I had a better than average chance of killing his Slann and doing the same to him.

Game 3 vs Ryan Lister (Vampires/Eventual Placing:20th=) The Watchtower

Ryan was using:

Vampire Lord - Level 4, Quickblood, Red Fury, Barded Nightmare, Heavy Armour, Shield, Trickster's Shard, Talisman of Preservation

Vampire- L2 Death, Barded Nightmare, Quickblood, Enchanted Shield, Sword of Anti-Heroes,
Necromancer - L1 (Vamp), Dispel Scroll
3 Wraiths

20 Zombies
20 Zombies
20 Zombies
20 Zombies
30 Skeletons
5 Wolves
5 Wolves
5 Wolves

10 Black Knights
3 Vargheists
3 Vargheists
3 Vargheists
2 Fell Bats

I started out with 20 Skinks in the watchtower and planned to rotate units through to keep the thing by choking up the area around the watchtower. I immediately started attempting to clear out the Vargheists and killed all but one unit by Turn 3 using Scar Vets and dropping rocks with Terradons. I had another big win in Turn 2 when I wiped out the Black Knight bus using Searing Doom, even forcing 2 ward saves on the Lord which were both passed. He was using his units of Skeletons to assault the building (with the 3 Wraiths) and killing Skinks at a terrifying rate. Turn 3 saw me put 60+ poison shots into a unit of 3 Vargheists but leave one alive on 2 wounds. I also hit the now alone Vamp Lord with Searing Doom where I did 6 hits but he made 4 Wards to stay alive as well as a few wards against massed poison. The next turns saw his Vargehist make a 20" charge into my General, my other Slann fluff a flee roll and get caught by Fell Bats, the Vampire Lord make every ward save against another round of Searing Doom and Gehenna's Golden Hounds and my Scar Veteran get killed by 2 Wraiths rolling double 6's with chilled touch in a single round. I made the leadership tests I needed to to stay in the building before my Slann General died (4 wounds, 4 failed Wards). On the last turn of the game I walked into the empty building (the Vamp lord killed everyone inside) and won the game.

Result: 13-7 Win

Thoughts: I was happy with my play, but not the result, with the exception of knocking out the Knight Bus, I completely failed to get anything done with my army, fluffing magic rolls, flee rolls etc. If either his lone vargheist (had died as it statistically should have), failed it's 20" charge or the Vampire Lord had failed the right number of ward saves it would have been a much bigger win to me. I felt that we both played relatively well and Ryan made no real mistakes resulting in a close game but I still can't help feeling like I should have done better here.

Well the first day had wrapped up and I'd had 3 enjoyable games. I was philosophical about my day, I felt that my win against the Dwarves had been solid and that I'd done everything I could to win the Watchtower. However I was upset that I'd screwed up yet another Blood and Glory and knew that with the tournament only having 5 rounds there would be no opportunity to recover given I'd only managed 13 points in the third round. After all was wrapped up a bunch of us headed to the local pub, a nice place but it was missing something:

The other side had contact details for a Mr. V Carstein


Wednesday, 24 April 2013

Runefang VI Hopes and Dreams

Well Runefang is just about upon us, I've only got six more skinks to paint which I will do after I write this post, the lists are out and now all there is to do is wait for the draw and roll some dice. My Top 5 lists for the tournament (in no particular order) are:

Wil Hoverd's Ogre Kingdoms: A very fast and manueverable army that I believe has the potential to run rings around many opponents by presenting more threats than can be dealt with. I played Will at Over the Top earlier this year and know that he is a quality player. Lore of Heavens is also one of my least favourite lores to play against.

Joel Van De Ven-Long's Empire: A very strong Empire list which has answers to nearly every other list in the field and one I am particularly wary of due to Lore of Heavens. I've never played Joel but the stats don't lie so I expect him to finish well.

Pete Dunn's Skaven - This is the classic Pete Dunn Skaven list which he has dominated the tournament scene in NZ for some time with. He knows his army and he knows his match-ups so we can expect that whoever wins Runefang, they're going to have to do it over Greyseer Moreskitta's dead corpse.

Mike King with Lizardmen - Mike is using a very well balanced Light/Saurus list and knows how to use it. He has enough chaff to win most chaff wars and the two large blocks of Saurus supported by Light magic and the banehead should carry the day.

Samuel Campbell DoC - Sam is a very solid player who performed well at NatCon last month and I think has another good performance in store for us this weekend. The Nurgle/Epidimius combo appears to be very potent and may well steamroll many players who try to fight his blocks. I suspect his only weakness will be a lack of familiarity with the new army but I imagine a player of his skill level should be able to overcome this.

Honorable Mention goes to:
Just Choose to Roll 6's!
Mr. Mal Patel! - Mal is the top Lizardmen C*** in the country but has chosen to take a Carnosaur, Ancient Stegadon, 2 Baby stegs and some big blocs to the tournament. He then has grudged Simon Switzer (the top Dwarf C***) in the country for the first round. Theoretically Mal has committed warhammer suicide with this list but I still wouldn't be surprised to see him poking around (eww) the top 5 come Sunday.

As for myself, I've been put as 3rd/4th by Sam and Pete Dunn respectively but am not so confident. While I can't see myself getting taken off in any particular match-up I see a lot potential games where I won't be able to eek out the big wins I need to podium and the quality of competition at Runefang is higher than at any tournament I've previously attended. Realistically I will be happy with a top 10 result which keeps me moving up the NZ rankings as there is still plenty of time this year to sneak into Master's contention. One piece of silverware I definitely want though is the Best Newcomer Prize. This is awarded to the player who finishes best and has been playing in tournaments for less than a year. To my reckoning this one will come down to myself and Sam Campbell. So to sum it up: my goal for Runefang is to do better than Sam Campbell, which will be a challenge in itself.

Cheers and look forward to seeing yall there.

Monday, 22 April 2013

Fortnight in Gaming 5

The last fortnight has been a bit of a consolidation period after the rush that was NATCON and has seen me get some painting done, sell an army off only to pick  up another, and manage to get a game or two in.

Purchasing and Painting

My main effort in terms of painting over the last few weeks has been getting 35 more skinks (as well as metal command sets) painted up and based in time for Runefang. I managed to finish this all last night so hopefully have avoided the "night before rush" to madly finish my army before the tournament. That said I will have to go back Thursday night and do some touching up and prepare the army to travel. I'm pretty happy with where my Lizards are at now and will be glad to see them move off of the painting table and onto my display shelf to make room for other projects.

My Purchasing has been pretty busy, I sold off my massive collection of unpainted Skaven and am using those funds to put together a Dark Elf Army. So far I have acquired:

3x Avatars of War Sorceresses/Dark Elf Queens
2x Nude Harem Girls for my Cauldron of Blood
1x GW Cauldron of Blood
30x Blood Vestals (Witch Elf proxies)
2x Dark Elf Heroes from Raging Heroes
10x Dark Rider Comversions
2x Dark Elf Hydras (to ruin hobby)

I've been very impressed by all of the non GW figures I have ordered so far, especially the Avatars of War ones which are well scaled and well cast. The 2 Harem girls from Hasslefree miniatures are a touch on the small side next to GW figures but in the scale of the Cauldron of Blood as sacrifices it should be acceptable.

Ahem, ladies.....


Gaming

I've managed two games over this period. The first was a Runefang VI warm-up game against my mate Caleb's Warriors of Chaos. The game went really well for myself and I felt vindicated some of the choices I made when I wrote the list. You can find the Battle Report here.

The other game I played was proxying a Dark Elf list (used a flying circus list very similar to the Ben Curry list) against my mate's Beastmen to see how the army worked and if it suited my style of play. All in all I really enjoyed the army's style of play and felt that the mobility, large amount of units and requirement for coordination of charges and spells made for a fun and interesting army to use. The army is certainly not as capable as the Lizardmen list I am currently running but to be honest I'm looking at stepping back from the very competitive lists I've been using in favour of some fluffier ones for the club environment.

News/ New Releases

The biggest news of the last fortnight has been the solidifying of rumours into facts about the new HE release next month. One of the best round ups for the new rumours and pictures can be found at:

http://www.thefieldsofblood.com/2013/04/white-dwarf-new-high-elf-pictures-elves.html

Actual hard facts on what their new rules/capabilities are are pretty thin on the ground but the models all look well done and I look forward to seeing more High Elves across from me on the table. I don't particularly expect the release of the book to change too much but it's great to see that GW is really pushing the books out quickly at the moment.

My second bit of news is that there are still spaces for both NICON (in Napier over Queen's Birthday weekend) and Panzerschrek (NZ's first tourney using Swedish Comp). Entries are still open and we'd love to have you at these events. You can find more information at:

http://littlewaaagh.blogspot.co.nz/2013/04/announcing-panzerschrek-2013-whfb.html

http://littlewaaagh.blogspot.co.nz/2013/03/nicon-2013-players-pack.html

Finally, I woke up this morning to see that one of our FLGS appears to be closing down this week. The Bad Cave stocks a mediocre supply of GW goods (but a good supply of paints) and I take it has been in Palmerston North for ages. I buy most of my paint from there or Mr. Models and will occasionally buy GW on an impulse or if I can't get it for cheaper online. To be honest I can see how it would be almost impossible for them to make a decent living given the state of the gaming industry and GW's war on their own retailers and it's illuminating that Mr. Models (the other local hobby shop but more model focussed) is winding down it's GW inventory altogether. One of the big impacts that this local FLGS going under could have though is an influx of "homeless" gamers from other systems (particularly Warmahordes) into my club the Manawatu Duellists. This could be a silver lining to the cloud.

Future Plans

My main effort is obviously Runefang this weekend where I'm hoping for a solid performance in order to keep me moving up the rankings and within striking distance of my Master's goal for this year. This will be followed up by The Wandering Orc on May 17th/18th in Tauranga where I am undecided on what army to use. In terms of hobby I'll start putting together my Dark Elves and working on a paint scheme and basing schemes before I really put brush to model. In the local gaming club we're looking at running a Mighty Empires campaign as well as doing some modern Iraq/Afghanistan wargaming using Force on Force or a kiwi ruleset called Skirmish Sangin.

Final Thoughts

Worst play? Where do you draw the line and why? For those that aren't aware the ETC puts out a document called the Worst play document which can be found here. While everything in here is legal according to the rules as written, most of it is counter-intuitive and downright annoying meaning that most people put using it out of their minds and don't do it. That being said there are plenty of annoying tricks (i.e. the double flee) that are annoying, counter-intuitive and seem to be perfectly acceptable. At the end of the day what's the difference between double fleeing, railroading a Hellpit or contracting out of a charge? One of these appears to be perfectly acceptable, one is dubious and the other would I guess be totally unnaceptable in local tournaments. I'm not trying to get anyone's blessing to do any of these things (I already double flee like a boss) but I'm just wondering what makes these particular moves unfair/illegal by decree as opposed to examples of high level play (they're not particularly easy to pull off.) I'm keen to hear your thoughts.

Cheers. Jeff

Wednesday, 17 April 2013

The State of the Waaaghh!!



Well the big news in the Warhammer world over the past week without a doubt has to be the results from SCGT 2013.There were a whopping 196 competitors, 38 WoC armies and the top 3 were:

Andi Avery - OnG
Guido Gerboth - WoC
Sharul Azmi - Skaven

The big surprise here was to see Orcs and Goblins win their first major event in the UK since their 8th edition book came out. As an Orc and Goblin player this excited me greatly and has inspired me to write down some of my thoughts on how I currently see OnG in the competitive side of the game.

The Big Boss

Andrew Avery appears to be one of the top 10 players in the UK according to Rankings HQ (once his SCGT result is entered) and for the most part has used OnG pretty consistently in 8th edition. He has had a great deal of success so in terms of skill it doesn't appear he "got lucky" by any means. The list he won SCGT with was:

Black Orc Warboss - Talisman of Preservation, Crown of Command, Dragonhelm
Night Goblin Great Shaman - L4, Ironcurse Icon, Shrieking Blade

Goblin Big Boss - BSB, Spider Banner, Light Armour, Shield
Night Goblin Big Boss - GW
Night Goblin Big Boss - GW
Night Goblin Big Boss - GW
Orc Shaman - L2, Dispel Scroll
Orc Shaman - L2
5 Wolf Riders - Shields, Spears, Muso
5 Wolf Riders - Shields, Spears, Muso
20 Night Goblins - Bows, Muso
99 Night Goblins - Bows, FCG, Nets, 3 Fanatics

8 Trolls 

Mangler Squig
Mangler Squig
Doom Diver
Doom Diver
Rock Lobba
Rock Lobba
Pump Wagon
Pump Wagon

As you can see the list is based on the efficiency of Night Goblins with nets, classic Goblin firepower and access to both lores. The Spider Banner creates a unit that can reliably dish out 15-20 wounds a turn in the NG archer unit. The big thing that is missing from this list that we normally see in competition lists is the Savage Orc Big'unz. It's a strong list with over 90 shots, especially in a field with 38 WoC armies and it has to be noted that Andy did play 5 WoC and 1 Brettonian army in his run to victory. From my point of view he had a bit of luck here in that his army is a hard counter to every army he played. That said it takes a bit of luck to win any tournament so we can hardly begrudge him that. For more analysis from the man himself you can listen to an interview at:


It also has to be mentioned that in SCGT 2013 comp, Orcs were completely uncomped whilst two of the classic power armies, Lizards and Skaven, were very heavily comped. Could OnG have found their way into the gold position if the comp had been lighter? Hard to say....

Greenskins in the NZ Scene

Orcs and Goblins have performed pretty poorly so far this year in the NZ tournament scene where comp is relatively minimal. The best performance has been myself just managing 3rd place at a small tournament at the beginning of the year and then Henry Poor coming 11th at Equinox. I took OnG to OTT and bombed out to 11th while Sam Whitt (#5 in NZ and top OnG player) only managed 21st at Equinox and has since sold his greenskins. Others have been taking OnG to tournaments but have been stuck firmly in the bottom third when the points are tallied up.

So the question is, why is this happening? My thoughts are:

1. The current comp that is used in NZ is unfavourable to the greenskins compared to the comp used at SCGT 13. I was very interested to see that the current ETC draft allows OnG an extra 200 points. I feel that OnG are a great all-comers army and tend not to have many bad match-ups, but in a meta-game where all but the most abusive lists are allowed, they just don't quite cut the mustard.

2. The top players are moving away from OnG. Sam Whitt is a top player and qualified for the NZ Masters last year with his OnG, but has since sold his army. This leaves only two others in the top 25 (myself and Hamish Forbes) who have used OnG recently and to my knowledge both of us have moved on to more reliable armies.

3. In the current NZ scene, OnG are not good for 6 consistent games. The sheer level of randomness in the army means you're going to get screwed in at least two games in a way that you may not be able to recover from no matter your skill level or planning. This is in a game that already depends on the dice. 

Predictions

I think we'll see a resurgence of interest in OnG at some point (I'm considering it myself) in order to counter a perceived increase in the number of WoC armies which OnG are seen as a hard counter to. I think that OnG will have some success but due to the lack of bandwagoning and smaller player pool in NZ I don't think the phenomenon will be great enough to launch OnG onto podiums at more competitive tournaments no matter who is playing them. As long as the comp systems used is relatively unrestricted (which I am in favour of), I think we will continue to see OnG populating the bottom tables as more regular players shy away from them in competitive play. I for one hope to dust off the OnG once I've got a few more tournaments under my belt and try to steal the OnG icon off of Sam Whitt.

Thanks for reading and I'm keen to hear anyone's thoughts.


Sunday, 14 April 2013

Lizardmen Vs. Warriors of Chaos 2400 Points



Hello Everybody, Another battle report here from a tournament warm-up game I played yesterday against Warriors of Chaos. I asked Caleb to take a hard list and he did his best considering his collection. The heroes proved incredibly hard to put down but the Chaos Knights proved to be a poor choice in this match-up. Read on for more details!

Warriors of Chaos vs. Lizardmen
===============================

Overview
--------
Scenario: Battleline
Location: The Man Cave
Date played: Sunday, 14 April 2013

Warriors of Chaos
-----------------
General: Caleb
  (SL) Sorcerer Lord
      - Focus Familiar, Barded Steed, Ogre Blade, Poisonous Slime,Obsidian Lodestone, Lore of Death

  (S) Sorcerer
      - Dispel Scroll, Lore of Metal

  (EH1) Exalted Hero
       - Daemonic Mount, Talisman of Preservation, Mark of Tzeentch, Great Weapon,BSB, Shield, Chaos Armour

  (EH2) Exalted Hero [1 point]
       - Daemonic Mount, Dragonhelm, Talisman of Endurance, Mark of Tzeentch, Shield, Chaos Armour

  (C1) Chariot
      - MoS

  (C2) Chariot
      - MoS

  (C3) Chariot
      - MoS

  (CW) 13 Chaos Warriors

  (CH1) 5 Chaos Hounds

  (CH2) 5 Chaos Hounds

  (MH1) 5 Marauder Horsemen

  (MH2) 5 Marauder Horsemen

  (CK1) 6 Chaos Knights

  (CK2) 6 Chaos Knights


  Total: 14 points
  ----------------

Lizardmen
---------
General: Jeff
  (S1) Slann
      - General, BSB, Lore of Metal, Focused Rumination, Earthing Rod

  (S2) Slann
      - Becalming Cogitation, Lore of Death

  (SP) Skink Priest
      - Dispel Scroll, Curse Charm of Tepok

  (SV) Scar Vet
      - Cold One, Great Weapon, Dawnstone, Light Armour, Dragonhelm, Venom of the Firefly Frog

  (Sv) Scar vet
      - Cold One, Burning Blade of Chotec, Dragonbane Gem, Charmed Shield, Light Armour

  (SS1) 10 Skink Skirmishers

  (SS2) 10 Skink Skirmishers

  (SS3) 10 Skink Skirmishers

  (SC1) 20 Skink Cohort

  (SC2) 22 Skink Cohort

  (SC3) 22 Skink Cohort

  (CS1) 9 Chameleon Skinks

  (CS2) 9 Chameleon Skinks

  (CS3) 6 Chameleon Skinks

  (T1) 3 Terradons

  (T2) 3 Terradons

  (T3) 3 Terradons

  (S3) 2 Salamanders

  (S4) Salamander


  Total: 19 points
  ----------------

Deployment
----------


1. Deployment

We rolled up a Battleline scenario and I won the roll to pick the table sides. This was a no-brainer as I knew that ifI could get in the building there was virtually no way that Caleb would be able to push me out of it and my Slann would be able to cast at will.

2. Magic Spells

I rolled for my Metal Slann: Searing Doom, Enchanted Blades, Gehenna's Golden Hounds, Final Transmuation. For my Death Slann: Spirit Leech, Soulblight, Doom and Darkness, Purple Sun. For my Skink: Harmonic Convergence. Caleb's Death L4 rolled up: Spirit Leech, Cure of Laniph, Soulblight, Doom and Darkness and Fate of Bjuna. His Metal Sorcerer took Searing Doom.

3. Vanguard/Scouts

I Scouted and Vanguarded aggressively, hoping to either get first turn, or start getting him failing charges quickly to slow down his movement. In the end I won first turn.

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


1. Movement

No charges were declared and my Terradons sallied forward to make themselves annoying. They ended up killing 4 Chaos Hounds, and 7 marauders, a great hall. My Skinks and Slann moved into the building which was to become my Alamo while the rest of my army began preparing to defend said Alamo. I figured that if I could hold this building (not too hard due to his small units) that I could metal his army to death eventually. The two Scar Vets advance up cautiously in order to later select a target to kill/tarpit.

2. Magic

I rolled only a 4 for Winds of Magic but still managed to get a Final Transmutation off on the Chaos Warriors which Caleb dispelled and a Searing Doom which killed 2 knights from CK2. This was a dissapointing phase but at least the scroll was out of the way now.

3. Shooting

My shooting is relatively inneffective this turn with only my Terradons in range.

4. Combat None

Turn 1 - Warriors of Chaos
--------------------------


1. Movement

Caleb declared a range of charges which I fled from this turn. In addition CK2 charged the building. I stood and shoot but did no wounds.The rest of his army moved to start enveloping me from my right flank.

2. Magic

I becalmed his Level 4 but he rolled a massive 11 PD and threw it at a Spirit Leech against one of the Scar vets, getting it off with a large roll. Now this was a tricky phase for me as I couldn't afford to let a Doom and Darkness through but also had no desire to lose a SV early. As such I used my scroll early and planned that lower PD rolls, my intent to assassinate the Sorc Lord, and Becalming would mean magic wouldn't be a problem by turn 3.  This worked out well as becalming then caused him to fail his next cast and effectively end the magic phase.

3. Shooting

None

4. Combat

The 4 Chaos Knights fluff their attacks and kill 2 Skinks. In return I kill a Chaos Knight and easily pass my break test to stay in the building.

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


1. Movement

Again there are no charges, but my Scar Vets advance straight up to block his two Exalted Heroes which are shaping up to be the largest threats.

2. Magic

Again I roll double 2's for Winds of Magic but then channel 3 more dice to make it 7-2, setting up a brutal magic phase. I cast a large Searing Doom at CK1 and kill 5 of the Knights, leaving just one alive. I then push a Final Transmutation through with IF and kill 6 Chaos Warriors and the Level 1 Sorcerer. The miscast is a dimensional cascade but I re-roll with my Earthing Rod and a calamitous detonation occurs, killing a whole 1 skink.

3. Shooting

The Skinks in the Alamo shoot at the remaining Chaos Knights and with a flurry of 6's (and then some 1's) destroy the unit. The Salamanders unleash on the Chaos Warriors killing another 3. T3 finishes the Chaos Hounds while SS3 and T2 kill MH2.

4. Combat

None

Turn 2 - Warriors of Chaos
--------------------------


1. Movement

This turn saw far too much of my army forced to flee and myself fail  a lot of panic tests which caused SC3 to leave the board . I still managed to avoid all of the charges except the ones I wanted to take and was confident I'd rally with enough to come back and dominate the game.

2. Magic

Caleb was unable to get anything through the Slann's magic defence.

3. Shooting

None

4. Combat

The Chariot smashed into the Scar Vet doing 7 impact hits, but thanks to his toughness and dawnstone re-rolls the Saurus hero shrugged the hits off and then put a wound on the Exalted Hero, drawing the combat and now safely locked in a challenge. The other Scar Vet put a wound on the Exalted Hero but was then cut down.

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

1. Movement

SS3 flees off the table while the rest of my army rallies and moves to swarm isolated targets.

2. Magic

I roll well again for Magic and Gehenna's Golden hounds off the Sorcerer Lord, and put a Searing Doom on the now loose Exalted Hero, taking a second wound. That man is hard as nails, but at least I now have total control of the magic phase.

3. Shooting

On the Right flank we re-enact Zulu Dawn and C3 is destroyed, Ihave less luck against C1 which only takes one wound and is now becoming a real problem.

4. Combat

The Scar Vet and Exalted Hero fail to hurt eachother thanks to me fluffing my attacks while making good armour saves thanks to the dawnstone.

Turn 3 - Warriors of Chaos
--------------------------


1. Movement

C1 charges sending SS1 and T1 fleeing, the last Chaos Knight charges SC1 but is cut down by a hail of poison darts. The lone maruader and Exalted Hero charge into T3 who holds to buy some time.

2. Magic

None

3. Shooting

None

4. Combat

I kill the maurader before he can strike and then take 3 wounds from the Exalted Hero. I make my re-roll ld. 5 test and hold, giving me time to get out of the way.

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


1. Movement

My R flank begins to move across to gather up the firepower it's going to take to put down EH1, while I Zulu Dawn C1 who absolutely needs to go down this turn before he charges units off the board.

2. Magic

I roll a 9 for winds of magic so will have it all my way. I Gehenna's Golden Hounds off C1 and then cast a large Searing Doom to kill the rest of the Chaos Warriors.

3. Shooting

None

4. Combat

The Exalted Hero does another 2 wounds but my last Terradon holds on for one more round. This was beneficial for myself but ultimately even if I had died or ran this turn I would've still been able to keep the Hero out of combat.

Turn 4 - Warriors of Chaos
--------------------------


1. Movement

None

2. Magic

None

3. Shooting

None

4. Combat

EH1 finishes the Terradons and reforms to help out EH2. Fortunately the Scar Vet finally tears the Chaos Champion apart, the Chariot makes the leadership test and they remain locked in combat.

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


1. Movement

Everything that can encircles the Exalted Hero

2. Magic

I cast a boosted Searing Doom, Gehenna's Hounds and a Spirit Leech at the Exalted Hero, all of which go off but fail to do a single wound.

3. Shooting

I pour 90+ shots into the Exalted Hero and only manage to pull him down with my last unit's shooting.

4. Combat

The Scar Vet puts two wounds onto the Chariot, who is unable to hurt the Saurus but passes his leadership test.

Turn 5 - Warriors of Chaos
--------------------------


1. Movement

None

2. Magic

None

3. Shooting

None

4. Combat

The Scar Vet puts another wound on but the Chariot still holds.

Turn 6 - Lizardmen
------------------


1. Movement

None

2. Magic

None

3. Shooting

None

4. Combat

The Scar Vet destroys the Chariot, ending the game!

Result: It clearly was a large win to myself with me achieving about a 2000 point margin. I was relatively happy with how the game went but have to acknowledge some good luck on my part in the magic phase, while Caleb's lack of some miniatures (Chimeras etc.) let me off the hook. Furthermore being able to get into the building was huge for me and without that the game could have gone very differently as the speed of his army would have made it fairly easy to herd me off the board. I think if were playing Battle for the Pass I would be in real trouble against this army. That being said this particular WoC army is very poor at assaulting buildings so that may be a balance issue Caleb has to address.  I was also astounded by how hard the 1+/3++ Hero was to put down and I can see many armies having massive issues here. If he had been on a disk along with a flying DP I could have been in a world of pain.

As for what this means for upcoming tournaments, I've now achieved good wins against 3 WoC armies, but to be honest these armies all looked very much like 7th ed WoC armies. I'm pretty happy with this match-up but still believe I'll have a lot of trouble with flying circus lists should I see them. That said I don't expect to see these too much in my relatively small meta.

Thanks again for reading. As always I'm keen to hear your thoughts and input.


Built with Battle Chronicler.
http://www.battlechronicler.com/


Saturday, 13 April 2013

Runefang VI Army List

Well I have submitted my list for Runefang VI. I was going to move towards a party Slann set up but have decided to stick with the Dual Slann approach. While I think this will be harder to use, the rewards are potentially greater.

Slann - General, BSB, Earthing Rod, Focused Rumination, Metal
Slann - Death, Becalming Cogitation

Skink Priest - Dispel Scroll, Curse Charm of Tepok
Scar Vet - Cold One, Burning Blade of Chotec, Charmed Shield, Dragonbane Gem, Light Armour
Scar Vet - Cold One, Dawnstone, Dragonhelm, Great Weapon, Light Armour, Venom of the Firefly Frog

10 Skink Skirmishers - Javelins and Shields
10 Skink Skirmishers - Javelins and Shields
10 Skink Skirmishers - Javelins and Shields
22 Skinks - Muso + Standard
22 Skinks - Muso + Standard
20 Skinks - Muso + Standard

9 Chameleon Skinks
9 Chameleon Skinks
6 Chameleon Skinks
3 Terradons
3 Terradons
3 Terradons

2 Salamanders
1 Salamander

All in all a similar list to what I took to NATCON but with the removal of some of the magic defence and the saurus getting the boot for more Skinks.

I'll only manage a few practice games with the list before Runefang due to university commitments but do have a game today against WoC that I will be doing up a battle report for.



Monday, 8 April 2013

Announcing Panzerschrek 2013 WHFB Tournament!

Good Afternoon Everybody,
                                         I am pleased to announce that I will be running a WHFB tournament at the annual Panzerschrek convention in Palmerston North over 20th/21st July 2013. This will be a two-day, six game tournament and for the first time in New Zealand, Swedish Comp will be used.


That Chaos Lord owes that Human 85 VPs




For those who are unaware, Swedish Comp uses a relatively easy to learn system to assign a value to an army between zero and twenty reflecting how powerful that army is (with zero being the hardest.) This allows a tournament organiser to dictate the spread of power at the tournament and hopefully encourage a varied and unusual mix of armies that can still compete effectively by the scores being adjusted each round in favour of those who used weaker armies.

You can find the player pack at:

https://www.dropbox.com/s/oljwgslfde7ngd9/Panzerschrek%20Player%27s%20Pack.pdf

All of the terrain is already organised for the tournament and there will be a free BBQ on the Saturday night. For those coming from out of town I'll be able to host a few out at my house.

At this stage I'm just aiming for a small 12-15 person tournament so get in quick and reserve your spot at what will be a good gaming opportunity to crack out your "unique" armies and show what those baby seals are capable of!

Any questions e-mail me at JWKent47@gmail.com

Out with the Old, In with the Boobs

As I was reflecting on what I would paint up after Runefang (my lizards will be complete by then) I realised something very shocking:

I actually don't want to either paint or play the ungodly large Skaven Army I've acquired over the past year.

I've played a few games with the Skaven net-lists and tried some of the other variations and while I can see that the list is incredibly effective the style of play didn't really excite me. Furthermore the fluff of the army has never really appealed. Finally, I didn't relish the idea of painting another 200+ model army where I would inevitably paint the army as quickly as I could and hope that nice basing would make up for it.

The Solution? I'm starting a Dark Elf Army. I have always loved the fluff of the Dark Elves and am finding myself attracted to the MSU style of play after having been inspired by Swordmaster's excellent battle reports:


The list I'm going to build to is:

Dreadlord - Dark Pegasus, Pendant, Giant Blade, Sea Cloak, Heavy Armour, Shield
Supreme Sorceress - Earthing Rod

Master - Dark Pegasus, Cloak of Hag Graef, Dawnstone, Heavy Armour, Shield, Halberd
Master - Dark Pegasus, Armour of Eternal Servitude, Dragonbane Gem
Death Hag - Cauldron, BSB

10 Dark Elf Warriors - Muso+Standard
30 Dark Elf Warriors - FCG
8 Dark Riders - Muso, Repeaters
7 Dark Riders - Muso, Repeaters

6 Shades
6 Shades
6 Shades

30 Witch Elves - FCG, Banner of Swiftness

The major thing that has always held me back is that I hate most of the GW models. Searching on the internet though I have found Avatars of War and Raging Heroes figures that I will be using for most of the army.



I'll use 3 of the hero figures for the Dreadlord and Masters in the list who I originally intended to mount on Dark Pegasi but instead am going to convert them to use the Dark Eldar Scourge wings. These will be my 3 "Angels of Death". The two sorceresses will be my Death Hag and Supreme Sorceresses. For the Witch Elves I'll use the Raging Heroes Blood Vestals. 

The Skaven have already been sold and I have a total budget of $700 for this project, if anyone has:

Cauldron of Blood
Spearmen
Corsairs (to convert into shades)
Glade Riders (to convert into Dark Riders)

let me know and maybe we can do a deal?

Thanks for reading, I'm looking forward to starting an army that's all about the hobby and not solely focused on tournament play.

Let's hope come October I'm not in need of a crutch though..........

Saturday, 6 April 2013

Fortnight in Gaming 4

It has been a very busy fortnight for myself, with a 3 day, 8 game tournament last weekend, several practice games for Runefang and more painting to do as a result of changing army lists and buying some terrain.

Purchasing and Painting

I've picked up about 35 more skinks, including some of the metal Skink Command sets to allow me to ditch the Saurus in my list and go full skink. After Natcon I felt that the Saurus weren't really contributing particularly well and that I had a tendency to throw them away as I expected too much from them. By increasing the size of my units of cohorts I'll be better able to stand and shoot, hold the watchtower and be able of generating some CR every now and then. Currently they have been sprayed and undercoated khemri brown, and are waiting on some new paint to arrive from GW to finish off.

I've also purchased a GW Watchtower, Chapel and Temple of Skulls which I will paint up after Runefang. My table has been missing buildings so it'll be good to have some as they can play such crucial roles in games (as any impassable terrain does for a skink cloud list).

Once Runefang has passed my Lizards will be well and truly finished. From there I'll either start my Skaven properly, swap those skaven for a different (less powerful) army or paint up my modern 20mm for Force on Force.

Gaming

It's been a fantastic fortnight for gaming, with me getting a great result from NATCON (went 7-1), and several practice games for Runefang. The first practice game was against John Murrie's Dwarves and is covered in a Battle Report elsewhere on the site. My second game was against Mike King's lizardmen and involved some hot Lizard on Lizard action in a watchtower. I travelled down to the Wellington Warlords for this game and can't recommend the club/facilities enough to locals.

3 Scar Vets out to find their destiny!
I was using a different skink cloud list with a Party Slann, 3 Cowboys and no Saurus against a fairly balanced Light Slann/Saurus list. I grabbed the watchtower first and an extremely tight game began. The watchtower changed hands only twice and the Scar vets managed to get to the enemy Slann but not kill him until the end of turn 6 as my skinks cleared his out and the Salamanders began decimating Mike's Saurus blocks. In the end we had both lost our slann (mine got stomped on by a Terradon, while his was killed by Cowboys) but I held the watchtower and had an 800 point advantage. All in all a good fun game and I'll be making the trip more often. A big thanks as well to Pete Dunn for coffee at his place afterwards.

News/New Releases

The big news on everyone's tongues at the moment is the imminent release of High Elves in either May or June. Personally I think this is great news as the book really needs an update and to my mind they are such a core race and embody fantasy so well. If you're keen to see the details of rumours you can find them here:

http://stumpyheaven.blogspot.co.nz/2013/04/high-elf-army-book-rumours.html

Personally I think this looks like more of a wishlist than anything else and I don't think we'll see to many new models other than the pheonix (which will be mounts or rare choices) and the eagle RBT. I really don't think HE will be getting MC and I'm glad of this as I don't think every army needs to have them.

In other news, NICON has made 12 players with 6 weeks to go for registrations so will be a ranked event at the minimum. There's still plenty of space so if you want to come play in the Hawkes Bay over Queen's Bday weekend let me know and I'll jot you down.

My other announcement is that I will be running a 12 person tournament in Palmerston North on July 20th/21st. This will be a 2 day, 6 game event and will use Swedish Comp. I'm unsure how Swedish Comp will work out in practice but I am keen to give it a go, see some different armies on the table and establish whether its a workable comp system for some NZ tournaments. I'll aim to have the Player's Pack out in less than a week, though I can tell you now it will be only $20, you can pay on the day, there will be a free BBQ, and I'll be able to put a few people up.

Future Plans

I'm all about getting too as many tournaments as possible in the next few months with Runefang, Wandering Orc, NICON, Tin Soldier, Horned Rat and my own Palmy tournament all on the cards. I'm loving Fantasy at the moment and just want to play as much as I can.

Final Thoughts

I've been trying to get involved in Forums such as DakkaDakka and Warseer but am getting to the point where I feel like staying away from them like the plague. Instead of being depositories of valuable insight and discussion about warhammer they seem to be endless crying about how person X wants to change rule Y and stupid discussions about the rules by people who don't understand the rules. The crux of the problem seems to be that these forums attract people who feel the game should be played in a very specific way and if you disagree you're a dick. I for one enjoy the game as it is (it's not perfect) and am generally happy to play with all but the worst shenanigans (Chalice of Darkness/Skirmisher contractions). Crying on a forum is not going to cause GW to change the rules so that the game plays out exactly like you want it too.

Pete's discussed this before, but if the forums have failed, what replaces them? Blogs are great but get very little feedback for the most part (and when they do it tends to form a small isolated community in itself.) I also really enjoy podcasts but not much of the content is easily applicable to the NZ tournament scene. To be honest the best discussion I am getting when it comes to warhammer is via Twitter, there's a bunch of dedicated players having good conversations with very little "noise" and I find it interesting and enjoyable. If you're not on twitter I encourage you to jump on and get involved. You can follow me at @JWK477 and from there it's easy to get the addresses for the other main NZ tweeters.

Well that's it for this fortnight. Happy wargaming and may you always roll 6's (except for leadership tests and purple suns). As always let me know what you've been up to and what you're thinking.


Thursday, 4 April 2013

Lizardmen Vs. Dwarves 2400 Points


This report is from a game played at my local club last night against John's Dwarves. He hasn't played these guys in nearly a year but has decided to dust them off for Runefang after all of the recent mocking of the stunties on the blogosphere. I was using a slightly changed Skink Cloud list with only one Slann but 3 Scar Vets.

Shaka Zulu! Shaka Zulu! Shaka Zulu!



Dwarves vs. Lizardmen
=====================

Overview
--------
Location: Manawatu Duellists
Date played: Friday, 5 April 2013
Scenario: Battleline

Dwarves
-------
General: John
  (R) Runesmith [1 point]
      - 3xRune of Spellbreaking

  (B) BSB [1 point]

  (Q1) 14 Quarellers [1 point]
      -

  (Q2) 14 Quarellers [1 point]
      -

  (W1) 40 Warriors [1 point]
      - Great Weapons, FCG

  (W2) 40 Warriors [1 point]
      - Great Weapons, FCG

  (H) 30 Hammerers [1 point]
      - FCG, Standard of Discipline

  (C) Cannon [1 point]
      - Rune of Burning, Rune of Forging

  (GT) Grudge Thrower [1 point]
      - Rune of Accuracy, Rune of Penetrating

  (G) Gyrocopter [1 point]


  Total: 10 points
  ----------------

Lizardmen
---------
General: Jeff
  (S1) Slann (Ron Swanson) [1 point]
      - General,BSB,Standard of Discipline, Soul of Stone, The Becalming Cogitation, The Focused Rumination, Focus of Mystery, Divine Plaque of Protection, Dispel Scroll, Lore of Metal

  (SV1) Scar Vet [1 point]
      - Cold One, Burning Blade of Chotec,Dragonbane Gem,Gambler's Armour,

  (SV2) Scar Vet [1 point]
      - Cold One, Great Weapon, Charmed Shield, Talisman of Preservation, Light Armour

  (SV3) Scar Vet [1 point]
      - Cold One, Great Weapon, Dragonhelm, Venom of the Firefly Frog, Dawnstone, Light Armour

  (SC1) 20 Skink Cohort [1 point]
      - Standard + Muso

  (SC2) 23 Skink Cohort [1 point]
      - Standard + Muso

  (SC3) 24 Skink Cohort [1 point]
      - Standard+Muso

  (SS1) 10 Skink Skirmishers [1 point]

  (SS2) 10 Skink Skirmishers [1 point]

  (SS3) 10 Skink Skirmishers [1 point]

  (T1) 3 Terradons [1 point]

  (T2) 3 Terradons [1 point]

  (T3) 3 Terradons [1 point]

  (CS1) 9 Chameleon Skinks [1 point]

  (CS2) 9 Chameleon Skinks [1 point]

  (CS3) 6 Chameleon Skinks [1 point]

  (S2) 2 Salamanders [1 point]

  (S3) Salamander [1 point]


  Total: 18 points
  ----------------

Deployment
----------


1. Deployment

John won the roll for table edge and deployed as per above. He is pretty rust with his Dwarves but at least he didn't leave any gaps for the Camo Skinks to scout into. The real issue with his deployment  though is he hasn't castled in a corner. This means that no matter who gets first turn I will kill the Gyrocopter for a maximum loss of 5-6 skinks and then start zulu dawning his blocks from Left to Right while the Scar Vets mess shit up. To support this I've deployed my Camo Skinks and Terradons well up to engage the Gryocopter, while the rest of the army will try to lure the other blocks out of the corner.

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


1. Movement

I won the roll for first turn and surrounded the Gyrocopter while a unit of Terradons and Skirmishers set up a double flee for W2. The rest of my army moves up to just outside charge range with the Scar Vets setting up to get between the blocks and the Salamanders located centrally to start flaming blocks off the board.

2. Magic

I roll a 7 for dice and cast Plague of Rust on W2, John uses a Spelleater Rune (Dispel Scroll), I then 6 dice Final Transmutation at the Hammerers, killing 1/3rd of the unit and more importantly the Runesmith meaning John no longer has any magic defence. I get a power drain and opt to re-roll and suffer a calamitous detonation which kills a skink or two.

3. Shooting

My shotting deletes the Gyrocopter and S2 takes a cheeky shot at W2 which kills one but they pass their panic test.

4. Combat

None

Turn 1 - Dwarves
----------------


1. Movement

The Hammerers declare a charge on SC1 needing double 6's and I stand, the charge is failed and the Hammerers stumble 6" forward. W2  declares charges  but is double flee-d and stumbles forward. W1 then moves up slightly to support the Hammerers.

2. Magic

None

3. Shooting

The Cannon fires at a Scar Vet but the hit is bounced off by a dragonbane gem while the Grudgethrower tries to smash a salamander but only manages a couple of skinks. Q2 shoots at S3 but has no joy due to needing 6's to hit while Q1 fires at SC1 killing several Skinks.

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


1. Movement

My army moves to start swarming W2 while T3 drops some rocks on the cannon to no effect. My Cohorts all swift reform and move away from the Dwarves.

2. Magic

I IF Plague of Rust onto W2 and lost 3 power dice from the pool after shaking off a S6 hit. I then attempt a Final Transmuation on W1, cast it but am dispelled by John's dispel dice.

3. Shooting

My army lays into W2 and kills about half of the unit but they make their panic test. S3 kills a few hammerers who fail their panic test and bugger off behind W1.

4. Combat

None

Turn 2 - Dwarves
----------------


1. Movement

W2 fails to charge home again due to the double flee, while W1 pivots around to try and get to grips with the Scar Vets and H rallies. For some reason Q1 swift reforms.

2. Magic

None

3. Shooting

The Cannon grapeshots the Terradons but to no effect while Q2 has a go at the Scar Vet but can't get through his armour.

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


1. Movement

The Scar Vets charge home, one into the cannon and the other two into the Quarrelers. The Zulu Dawn continues around W2 and my army turns to face the other two (now depleted blocks).

2.  Magic

I cast Plague of Rust on W1 and then cast Final Transmuation on W1, killing 9 and the BSB (my dice were on fire).

3. Shooting

W2 is decimated again and is now down to 8/9 models.

4. Combat

One Scar Vet utterly annihlates the cannon and elects to restrain and reforms outside of the Quarrelers line of sight. The other two Scar Vets break the Quarellers and run them down with one of the Scar Vets making it into the Grudge Thrower and both safe from the Hammerers.


Turn 3 - Dwarves
----------------


1. Movement

W2 tries again to get into combat but again is double fled and stumbles forward. Q2 reforms to deny the Scar Vet their flank. The two remaining blocks swfit reform and start backing into the table edge.

2. Magic

None

3. Shooting

None

4. Combat

The Scar Vet kills two of the Grudge thrower who then make their break test.

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


1. Movement

T1 and T2 drop rocks on W2 leaving only one Dwarf left alive and as such the rest of the army moves off to find new hunting grounds. T3 and the Scar Vet charge the Quarrelers while the last Scar Vet charges the Grudge Thrower.

2. Magic

I cast Final Transmuation on the Warriors, killing 9.

3. Shooting

I kill W2 off for good.

4. Combat

The Quarellers lose 6 men, break and are cut down by the pursuing Terradons. The Scar Vet duo finishes off the Grudge Thrower, leaving no survivors and reforming out of LOS for the Hammerers.

Turn 4 - Dwarves
----------------


1. Movement

The two remaining blocks form the best defense they can.

2. Magic

None

3. Shooting

None

4. Combat

None

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


1. Movement

Minimal movement this turn as I don't move units that won't be able to influence the battle. The Scar Vets go into the blind spot and next turn I will possibly charge all 3 into one unit the Warriors, I'm not gonna bother with the Hammerers as they are stubborn and there's not enough time left to grind them down.

2. Magic

I cast FT again on the Warriors and kill 8. I also cast plague of rust again so they have no saves now.

3. Shooting.

S3 takes a pot shot at W1 who takes a casualty but passes their panic test.

4. Combat

None





Turn 5 - Dwarves
----------------


1. Movement

John sees what's about to happen to the Warriors and shuffles back to protect his flank.

2. Magic

None

3. Shooting

None

4. Combat

None

Turn 6 - Lizardmen
------------------


1. Movement

The Scar Vets move in front of the Hammerers to tempt him into a charge while the Salamanders position themselves.

2. Magic

I cast FT on the Warriors but it is dispelled by John

3. Shooting

The Salamanders unleash, killing a couple warriors and only one hammerer. John though fails his panic test and flees off the board.

4. Combat

None

Turn 6 - Dwarves
----------------


1. Movement

The warriors charge a scar vet (casualties allowed them to not clip the other scar vet)

2. Magic

None

3. Shooting

None

4. Combat

The Scar Vet kills 3 Dwarves but loses due to charge+rank+standard+muso, but makes his break test.


Result and Final Thoughts: The game was a brutal one for John, who made mistakes in deployment and had forgotten how double flees worked. The real issue is his steadfast (dwarven stubbornness) refusal to castle. As long as a Dwarf list like this doesn't castle it will always get tabled I enjoyed using the party slann and the 3 Scar Vets proved brutal. This was also my first game with lizards against dwarves so it was a good insight into the basics of the match-up. I got lucky with Final Transmutation, but in all honesty I would've overwhelmed his magic defence in 3 turns and started Gehenna's Hounds' ing the Runelord. John also did have some unfortunate panic tests but at the same time due to stupidity from FT, my magic and shooting he was taking leadership tests with nearly every one of his units in every phase. All in all happy with the game and hopefully John's gotten rid of the rust for Runefang.

Built with Battle Chronicler.

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Wednesday, 3 April 2013

NATCON 2013 Photos

Mike King has put together a flickr album with over 200 photos from NATCON 2013. There were some great armies in attendance and Mike has managed to capture them all in action!.

For your viewing pleasure:

http://www.flickr.com/photos/94587038@N02/sets/72157633149556799/

Cheers. Jeff

Tuesday, 2 April 2013

NATCON 2013 Tournament Report (Day 3 and Wrap Up)

Going into Day 3, I was utterly exhausted by a bad case of tournament insomnia. I knew that I had to get 2 good wins in the day to get on the podium so resolved to be more aggressive in my play in these two games.

Game 7 vs Stuart Robinson (WoC Eventual Placing: 9th) Battle for the Marbles

Stuart Robinson had a well painted and well balanced WoC army but this scenario was ideal for myself. There were three objectives placed on the table between our two deployment zones (one in the center of table and two others selected by us), at the end of the 2nd turn one of these would dissappear and we would fight over what was left. This scenario favoured myself as it funneled his army into one area which he couldn't leave and I could shoot him to death. Stuart's list was:

Sorcerer Lord - L4, Lore of Nurgle, Mark of Nurgle, Sword of Anti-Heroes, Talisman of Preservation, Ironcurse Icon, Chaos Familiar, Scaled Skin

Exalted Hero - Mark of Tzeentch, BSB, Sword of Striking, Enchanted Shield, Talisman of Endurance, Soul Feeder, Third Eye of Tzeentch

24 Chaos Warriors - FCG, Standard of Discipline, Shields, MoN
24 Chaos Warriors - FCG, Banner of Swiftness, Shields, MoT
1 Chaos Chariot
6 Chaos Warhounds
6 Chaos Warhounds
6 Chaos Warhounds
6 Forsaken
5 Forsaken

5 Chaos Knights
6 Chaos Trolls

As discussed before the scenario ensured that a Zulu dawn was going to happen and I made full use of this as all of his army funneled into one place. The first turn saw me kill all of his forsaken and the chaos knights. This caused me to have the freedom of manuever and after this Stuart was always going to have a tough time due to lack of units and mobility.

In the end we killed roughly the same amount of points though his units were very close to dissappearing thanks to Soulblight/Plague of Rust and Salamanders, but I managed to grab all of the objectives (I had chosen to take 2nd turn).

Result: 15-5 win

Thoughts: This was a good game for me where I had the advantages going in. The requirement for his small army to concentrate itself in one place allowed for a full on Zulu Dawn. I would have liked a bigger win but that would have risked losing an objective and I wasn't keen on that.

Game 8 vs Mark Skilton (VC, Eventual Placing: 5th) Battleline

Mark had come across from Melbourne for the weekend and brought a VC bus list with a trick, a giant Nightmare Colossus trick. Mark had:

Vampire Lord - L3, Quickblood, Red Fury, Sword of Might, Armour of Destiny, Dawnstone, Shield, Barded Nightmare, Lore of Vampires

Vampire - Sword of Swift Slaying, Dragonhelm, Opal Amulet, Red Fury, Barded Nightmare, Heavy Armour, Shield, BSB, Lore of Death
Necromancer- Dispel Scroll, Ironcurse Icons, Lore of Vampires

30 Ghouls
30 Ghouls
5 Dire Wolves
6 Dire Wolves

9 Black Knights - FCG, Barding, Lances, Banner of Swiftness
1 Spirit Host
2 Fell Bats
2 Fell Bats

1 Nightmare Colossus

and the rules for the Nightmare Colossus:


Nightmare Colossus

M
WS
BS
S
T
W
I
A
Ld
Troop Type
8
4
0
8
7
10
1
*
10
Monster

Special Rules: Terror, Unbreakable, Unstable, Special Attacks, Vortex of Death, Enchanted (Magical) Attacks, Largest of Monsters (can Thunderstomp anything without this rule), Colossal Beast (can only be wounded by attacks with S4 and above, regardless of attacks Strength can never be wounded on better than a 3+, anything spell or attack that would slay outright, does D6 wounds instead, has 2D6 Thunderstomp).

Special Attacks:
May use select 1 of following per round of combat
Batter and Slash – D6+1 attacks against one enemy unit in base contact
Impale – 1 attack against single model in contact with Heroic Killing Blow
Screams of the Damned – Target 1 enemy unit in base contact, Roll D6+2 add to Colossus Ld, compare to D6 + highest Ld in target unit, if Colossus wins, difference is number of automatic wounds done to target unit, no armours allowed. Units which are unbreakable or immune to psychology are immune to this attack.

Vortex of Death:
4+ Regeneration (except against flaming and/or magical attacks)
Any Wizard within 12” gains +1 to casting rolls when using Lore of Death or Lore of Vampires
Any Wizard within 12” gains -1 to casting rolls when using Lore of Life or Lore of Light
Any extra damage caused to undead units, applies to Colossus.

Upgrades:
Scythes and Barbs – can re-roll Thunderstomp and Batter and Slash attacks if desired, must keep re-rolled result
Corpse Killers – Every enemy unit in contact with Colossus suffers D6 S2 automatic hits, at Initiative 1 step of Close Combat phase.
Dark Soul – Gains Wizard Level, loses 1T per miscast permanently, as well normal miscast results.

So this game went pretty much perfectly until the end. I managed to drop the Colossus by turn 2 through the use of poison and spirit leech (some good luck on my part). I killed the Vampire Lord when he charged into a combat between the Scar Vet and the Spirit Host by taking off 2 wounds with CR before my Scar Vet died and then Searing Dooming him off.

Where I didn't play so well was allowing myself to be herded off the board. Mark was a very skilled player and knew exactly what he was doing so was racking up a few points himself. At the end of the game though disaster struck and my General and Saurus who had bunkered up in a building, failed a  cold-blooded ld 9 re-roll panic test and fled off the board, gifting him 700 points. At the end of the game both of our armies were nearly gone and instead of being up 1000 points I was only up 350. 

Result: 12-8 win

Thoughts:  I was absolutely devastated when the 1 in 500 happened and my Slann/Saurus ran away in the last turn due to a fleeing unit as I was cruising for a guaranteed podium. I have racked my brain for how I could have prevented the panic test but realistically it comes with playing the skink cloud and I'm not sure there was anything I could have done to prevent it. To be fair I had some good luck throughout the tournament so what comes around goes around but I still was very frustrated by what happened.

Final Result: 4th place (3rd equal on Battle Points but just pipped on paint scores)

Final Thoughts

My Play: I was generally happy with my generalship throughout the tournament with the exceptions of the DoC game and misreading the scenario during Blood and Glory. I managed to go 7 wins and 1 loss which was the same run as the winner, Sam W. and claimed some noteable scalps during my games. I had virtually no easy games and played most of the top 10.What let me down though was my lack of experience with the lizardmen which caused me to play too conservatively and stopped me going for big wins. I was allowing myself to be herded to easily by charges that needed 11"/12" that I should just have stood and shot rather than fled. As it stood I fled nearly everytime and this made life hard on myself when I should have just taken the risk. I do feel though that my play is continuing to improve and am happy I'm heading in the right direction. I've still got a lot to learn, but this will come with time and practice.

My Army: I have no complaints about the army I took, it was absolute filth and it performed as such. The use of Death and Metal on the slann was excellent (at one point I had cast a bubble soulblight and some plague of rusts on Salamanders and unleashed with salamanders to crazy effect.) The army was unexpectedly brutal and I would change very little next time. Perhaps I would scrap the Saurus warriors and make my skink cohorts larger.

The Tourney: Mike King did a good job running the tournament and I had a great weekend. All of the armies were good looking though it was dissapointing that Dwarf players were allowed to play. The only negative part of the venue was the decision not to allow people to bring bottled water in and forcing them to buy water from the ladies doing the canteen.

The Future: I will continue to use the Lizardmen for at least the next few months, but may also crack my OnG out again depending on how the meta shifts. My next tournament, Runefang is in 3 weeks and  I'll be going for a top 10 finish in what will be a much more competitive field. After that I am set to play 4-5 more tournaments between now and August. Currently my ranking has shot up to #23 and that includes my awful Over The Top results. I'm happy with this as my goal at the beginning of the year was to make the top 15 and I feel I'm making good progress getting there. I still need a lot of improvement and I intend to travel to Wellington a lot more to get more games against better opponents so I can build up my confidence and experience.

Thanks for reading and look forward to seeing you at a tournament soon!