Wednesday, 29 May 2013

Warhammer Mythbusters: Daemon Prince Versus OnG Gunline

Hello Everyone, recently I was accused of being a hobby wrecker on the wargamerau forums for having the audacity to take not one but two Doom Divers as "Doom Diver's don't miss" and "2 means a priority target down turn 1." Now the thing is I don't think either of these are true and because I fancy myself a bit of a mathematician I thought I'd run the numbers with a bit of Mathhammer. I know it's not to everyone's taste, but it's handy to know the odds when you're pushing your toys around.

Are these fellas breaking Warhammer?


The Scenario: 2 Doom Divers vs. a WoC Daemon Prince (50x50 base) with a 1+/5++ and a charmed shield.

Myth #1: A Doom Diver Doesn't Miss!

Doom Divers are notoriously accurate due to their ability to veer back onto target, but at the end of the day what is the actual percentage chance to hit a Daemon Prince?

To start with you have a 1/6 chance to misfire and for the sake of simplicity I am going to assume that the DP is in a position such that it would not be hit by a Skidmarks or Out of Control result on the misfire table.

Thus the odds of hitting off of the scatter dice alone are: 1/3*5/6 = 27.8%

Hmm not too good, but of course the Doom Diver can scatter.

If it scatters 2" it is then 0.25" away from the base (a DD base is 0.75" in radius) and thus a veer result of 1, 2 or 3 will take it back on target. The odds of this occurring are: 1/6*1/2 = 8.3%

If it scatters 4" it is then 2.25" away from the base and thus a veer result of 3,4 or 5 will take it back on target. The odds of this occuring are: 1/6*1/2 = 8.3%

If it scatters 6" it is then 4.25" away from the from the base and thus a veer result of 5 or 6 will take it back on target. The odds of this occuring are 1/6*1/3=5.6%

If it scatters 8" or 10" it can't make it back onto the target.

Thus the probability of a Doom Diver comes in at: 27.8+8.3+8.3+5.6 = 50%

Hitting a Daemon Prince thus is only a 50/50 chance even for a doom diver. This is still less than a Cannon which has a 66% chance to do the same by firing 10" from the back of the base. That's just against a single 50x50mm base. If you're targetting the centre of 45 Halberdiers (why would you) the odds of a hit will get close to 83%. But we're talking priority targets and they tend to be small, and linear (knights etc.)

Verdict: Myth Busted! Doom Divers are significantly more accurate than stone-throwers, but they aren't cannons either. The odds of your general or single model copping a hit are 50/50 at worst and better if he's on a smaller base.

Myth #2: Two means Priority Target down Turn 1!

The other nasty trick Doom Divers pull is ignoring armour saves, leaving the poor Daemon Prince with just a 5++ to keep him safe. Let's see what damage two Doom Divers are likely to do given they hit.

First off we can expect to generate 7 hits on the DP (most likely rolling 2 dice). There is a 5/6 chance that one of the hits gets bounced by the charmed shield so we end up with 6.16 hits.

A Doom Diver is S5 while a DP is T5, so you can expect 3.08 wounds, already less than the DP's 4 wounds. He's got his 5++ ward so ends up taking 3.08*2/3 =  2.05 wounds inflicted!

Verdict: Myth Busted! Even if both Doom Divers hit they're only likely to do 2.05 wounds, not enough to kill the beast. You can move this up slightly by getting some BS shooting onto the guy to use his Charmed Shield. Of note is that a Rock Lobber given it hits does 1.94 wounds on average but of course they only hit 27.8% of the time (direct line of sight).

So What? WoC Generals take heart, on average an OnG gunline with double Doom Diver and Rock Lobba will only manage 2.2 wounds a turn on your DP (I haven't accounted for the misfire chart which brings this down slightly.) What does this mean? 2 turns will kill your DP the majority of the time so you need to get into combat quick. If you're there on T1 you should be fine, and by staying out of LoS of the Rock Lobbas you can buy another turn of safety. This may sound daunting, but the other 1900 points of your army is not even copping a scratch.

I hope that you enjoyed this article. I know that math-hammer isn't to everyone's liking and I agree that having an opponent working his abacus as you try to play a game is irritating. However I feel that a good knowledge of the probabilities involved in the game is key to good rational decision-making. My caveat though is it is a dice game and these are only probabilities, on the day anything can happen so don't come crying to me.

I enjoy running the numbers on these sorts of things, so if there's anything you want me to have a go at let me know and I'll do it up.

Cheers. Jeff


Tuesday, 28 May 2013

The C**** Word

Lately I've noticed a trend on the internet particularly on the twitter-verse and on podcasts to refer to many players as chumps. This tends to happen the most when a more competitive player (and there is a large difference in the NZ community at least between a small group of people who take the game quite seriously and the rest) is either putting someone down for voicing their opinions (though often wrong) or referring to an easy tournament game. I've used this term myself but lately have started to really dislike it.

Why?

The term is derogatory and divisive. Google tells me that a chump is:

1. A foolish person
2. An easily fooled person, a sucker.

So when you use this term it's disrespectful and it's putting people down. You could argue the term hobby gamer or newbie implies some of the same negativity but at least those terms aren't defined as being a put-down. The use of the term belittles those who are either just getting into the hobby or alternatively don't choose to spend the vast amounts of time on the hobby that the small amount of competitive gamers who dominate the top tables do. There is not only no purpose in creating a divide like this but it is ultimately counter-productive and harmful to the already small Warhammer Fantasy scene in New Zealand. I know that if I had gone to Arch Enemy this year (my first tournament) and been referred to as a chump either by overhearing the term or reading it on the internet, I would probably have been much less likely to dive into the community the way I have.

Now I'll admit I've used this word myself a few times, and the reason I did was because I heard everyone else in the pod-casts and many top players using it and equated that if I acted and used the jargon of the perceived top players I'd play as well as one of them. I put a lot of time into the competitive side of the hobby and when anyone puts a lot of time into anything they usually want to feel rewarded for that. The creation of a them and us divide can be its own reward and I think that this explains most of the phenomenon. It's pointless though and there are better ways to get a reward out of  the hobby. People will also point out that actions speak louder than words and that army lists should be changed to prevent competitive players with top tier lists smashing new players in tournament settings. I'm going to have to disagree on this, as long as sportsmanship is maintained, the winner is gracious and the newer player learns something then no harm is done. I used to play football at college, and no good team ever went easy on me, and a few thrashings here and there never dulled my desire to play.

Do any of us really wanna be the guy wearing the lilac shirt?

Well that's just my thoughts on the subject. The only C word I'll be using from now on can be spelled phonetically by changing only one letter in my last name. I'm keen to hear people's thoughts on this.

Cheers. Jeff K?nt




Sunday, 26 May 2013

First Witch Elves complete and resin bases arrive

I've finally completed my first Raging Heroes Blood Vestals to be used as Witch Elves in my new Dark Elf Army. As such it was fortunate that when I got up this morning my resin bases from Bases of War had arrived as well. You can see my first two completely finished models below:

Side on view of a Witch Elf, the resin bases bond much easier to the metal figure than I'd possibly hoped.
A frontal view of the action, there's still a bit of work to be done on skin here and there. I decided to add a bit of foliage to contribute to the ruined temple feel.



The bases are sprayed black, drybrushed Averland Yellow, drybrushed Bleached Bone, inked with Sepia and then I go back over the details of the flooring in Bleached Bone.
Lots of Blond Hair


Again I've added in a bit of foliage, I'm not sure if this adds to the base or makes it to busy.

photo (69).JPG
I'm doing the nipples bugman's glow but I'm not sure they stand out enough.

The bases are very simple to work with and I've bought enough for the whole army as well as movement trays done up in the same style. I'm pretty happy with the colours at the moment as I feel they're interesting and bright. I want my army to be much brighter looking than your standard Dark Elf army where I feel that the dark colours and basing can sometimes be a bit over the top. At this stage I have everything I need for the army. My first order of business will actually be doing all of the bases before moving onto the figures themselves. This will allow me to assemble and play with the army as I paint it without having to rebase or proxy too much.

I'm really enjoying this painting project at the moment and it's quite cool to be taking time to improve my painting skills rather than trying to turn out skinks or goblins as fast as possible. The figures I've used so far paint up very well and easily and I can't recommend Raging Heroes or Avatars of War enough for picking up good quality miniatures.

Cheers and keen to hear any feedback or tips.

Friday, 24 May 2013

NICON 2013 Lists Released

Hello Everyone, I have just released the 12 lists for NICON 2013 which includes:

3 Warriors of Chaos
3 Ogres
2 Dwarves
1 Dark Elf
1 Lizardmen
1 Daemons of Chaos
1 Skaven

There's a wide range of power levels being brought to the tournament but I'm picking James Brown, James Cardno, Nick Munn and Brian Smith as having the most powerful lists at the tournament. That being said despite not having quite as powerful lists only a fool would count out Pete Dunn, Dan Butler or Mike King. All in all I'm expecting a very competitive field with no one really breaking away from the pack.

You can find the lists for yourself at the link below:

https://www.dropbox.com/s/cpp3850a0m1x7ah/NICON%202013%20Lists.xls

The Wandering Orc Tournament Report (Day 2 and Wrap up)

Well Day 1 had gone well for me and I was sitting in second place but with 9 points behind the leader, Ross, who had swept all before him on day one with a solid run.

Game 4 vs. Warriors of Chaos (Ross H. Jones/Eventual Placing:4th) Blood and Glory

Daemon Prince - L4, Nurgle, 1+/5++,2++Flaming ward, wings, soul feeder

BSB - MoTzntch, Disc, 1+/3++, 3rd eye of Tzeentch
Festus the Leechlord

5 Chaos Hounds
5 Chaos Marauders
22 Chaos Warriors - FCG, Shields, Mark of Nurgle

5 Skullcrushers
Chimera - Regen

Hellcannon

This was a big game for me and I knew that I had to win big if I wanted to keep in contention for 1st place. Ross won the roll for table side but I still had access to a building where I figured I could keep my Slann safe indefinitely and that my Saurus would be able to escape from to preserve my fortitude. I knew that I only needed to kill 1 banner to break him and identified the Daemon Prince as the main target.

Ross won first turn and move his army aggressively up with his DP casting a 30" IF Plaguewind Vortex down my entire line, decimating many of my units but not actually killing any of them. The next turn saw me position a Scar Vet into his DP to hold him up while my other Scar Vet got around to set himself up for a flank charge on the Skullcrushers and the rest of his army got clogged up on my skinks. I cast Final Trans on his DP but it didn't go. The next turn he continued to get clogged up, charged one unit of terradons off the board with his chimera and killed a Scar vet with his DP. In my turn 2 I managed to Final Trans the DP off the board (he was letting these go), magic and shoot down the Chimera, and shoot off the rest of his Hellcannon crew (Camo Skinks had been on it since turn 1. From this stage it was just collecting points and the salamanders decimated the Warrior block while my Scar Vet flank charged the Skullcrushers and ran them down after a turn or two of combat. We called it at turn 4 as I was unlikely to be able to grab the last few points due to the situation on the board but was unlikely to give any up either.

Result: 19-1 Win

Thoughts: This game had gone very well for me, forcing the decision between dispelling Final Trans  or allowing me to kill a unit a turn with Searing Doom and Hounds continued to pay off and I got the DP on my second try. I don't feel that Ross had enough units to deal with my army and by Turn 3 I had managed to secure a safe jump if I needed it to a new building regardless of whether I got the DP or not. The new WoC showed again that they can use breath attacks and magic to kill large parts of units but have no effective means of finishing those units outside of a L2 with fire. The good result combined with James Brown only getting a draw put me well clear of the field and I only needed 6 points in the next game to secure the gold.

Game 6 vs. Empire (Blair Garatt/Eventual Placing: 5th) Battleline

Blair was the local running the tournament and had done pretty well with an Empire Bus list with Karl Franz in it.

Karl Franz - Horse
Grand Master - Horse

Battle Wizard - L2 Heavens, Horse
Battle Wizard - L2 Heavens, Horse
Warrior Priest - Horse
Captain - BSB, Horse, 4++

13? Inner Circle Knights
12 Knights

3 Demigriffs
5 Pistoliers
Great Cannon

Steam Tank

Blair deployed his army spread out across the table with the Stank in a corner and created two large buses with his two units of knights. I scouted and vanguarded aggressively (avoiding his Stank) and resolved to throw my army away if necessary to protect the Slann and Metal his buses away, starting with the one not protected by Karl Franz's magic resistance. That bus instead would catch a Final Trans every turn until they died.

I won the roll for first turn and cleared out the pistoliers with rocks and set up all the necessary double flees while getting 18" away from the Stank. I used my skink priests to push a searing doom through onto the normal knights, killing 5, but then failed to cast a 3 dice Hounds, ending my magic phase. He then charged the chickens into a Scar Vet who held up just fine and from there the game moved very quickly. I railroaded his Stank with Terradons and began unleashing on the knights with Metal Magic and Salamanders, quickly decimating his non Karl Franz bus, while the Scar Vets took apart the chickens, a Salamander wiped out the cannon in combat and Karl Franz's unit copped 2 Final Transmutations leaving only a few rank and file and a wizard left. In turn 4 I finished the now fleeing inner circle knights with metal and shooting and Blair conceded the 20-0 with only the Steam Tank left on the table.

Result: 20-0

Thoughts: This was a fantastic match-up for my army and it could only really have gone one way. With so few units Blair was pretty much unable to leave his deployment zone to collect any points at all and I was free to cast Metal magic at will. Blair was a great opponent and actually discovered a friend of my Mom's and said he actually enjoyed the game as he learnt a lot about the movement phase and got ideas on how his own play could be enhanced.

And the final result after sports and painting was added in was...... 1st Place! with Ant Kitson in 2nd and James Brown beating Ross to 3rd place as he won their match-up 11-9 in the last round. Also a shout-out to James Cardno who was voted Best Sport and Bruce Balfour who received Best Army for his Nurgle Daemons. I was very happy with this result as it's my first tournament win ever. I felt I played well over the course of the weekend and that my consistency and caution in my play paid dividends. I have to acknowledge that the army I took was a very hard army that took advantage of the lack of comp, but at the same time I would classify 4/6  of the armies I played as being within a similar bracket and only Blair's army faced an auto-lose situation against myself. It was also satisfying to be able to have played 3rd,4th and 5th place on my way to the top (I missed playing Ant Kitson due to his submariner HKB antics). This result has now pushed me into #11 on the NZ rankings and thus into masters contention which was more than I had hoped for when I started playing tournaments this year. It's too early to say if I've done enough to stay there though but I'm still happy with my progress in the game.

The tournament itself was well run and an enjoyable affair. The venue was great with a cash-bar on site and it was nice to enjoy a beer with my warhammer. The rounds tended to run overtime but I didn't feel this was too bad and enjoyed the casual atmosphere. The terrain was excellent though I do have to mention that all of the terrain on the table was mysterious or magical. This was an interesting change from most tournaments, but I felt it did slow down play and have some big effects on several games. It was fun to play this way once but I wouldn't want it done this way every tournament. Prize support was provided by the local gaming shop, Gateway, in tauranga and I picked a GW Watchtower as my prize. While it was nice to get something I could use as a prize I think I actually would have preferred a trophy or a medal of some sort. It has occurred to me though that I could just spray paint the watchtower Gold and set it on my mantle as a perfect representation of how I spammed Final Transmutation and messed around with buildings to get it.

Thanks for reading. Jeff

Thursday, 23 May 2013

The Wandering Orc 2013 Tournament Report (Day 1)

I had the pleasure of attending The Wandering Orc 2013 last weekend in Tauranga , NZ which was hosted by the Tauranga Tabletop Miniatures Wargaming Club. The tournament was six games of straight out of the book Warhammer with no comp 2400 point armies. I expected a bit of a filth fest so  brought a very hard Lizardmen list:

Slann - BSB, Standard of Discipline, Becalming Cogitation, Focused Rumination, Soul of Stone, Focus of Mystery, Cupped Hands of the Old Ones, Divine Plaque of Protection, Lore of Metal

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

Scar Vet - Light Armour, Charmed Shield, Burning Blade of Chotec, Dragonbane Gem, Potion of Speed, Cold One

Skink Priest  - Level 1, Dispel Scroll
Skink Priest - Level 1, Cube of Darkness

20 Saurus Warrios - Muso, Standard
10 Skink Skirmishers - Javelins/Shields
10 Skink Skirmishers - Javelins/Shields
10 Skink Skirmishers - Javelins/Shields
10 Skink Cohorts - Muso
10 Skink Cohorts - Muso
10 Skink Cohorts - Muso

6 Camo Skinks
6 Camo Skinks
6 Camo Skinks
3 Terradons
3 Terradons
3 Terradons

2 Salamanders
1 Salamander

So all in all a very hard list that would be able to take armoured units apart and should be able to out-manuever nearly anyone.

Game 1 vs Warriors of Chaos (James Cardno/Eventual Placing: 10th) Dawn Attack

James has recently jumped on the WoC filth bandwagon and was rocking most of the toys.

Daemon Prince - Mark of Nurgle, L4, 2++ Flame ward, Charmed Shield, Soul Feeder

Exalted Hero - Mark of Tzeentch, 1+/3++ re-roll 1's
Chaos Sorcerer - L2 Metal, Scroll

17 Chaos Warriors - Mark of Nurgle
Khorne Chariot
Khorne Chariot

Chimera - Regen, Flaming Breath

4 Skullcrushers
Hellcannon

I won the roll to pick board edge and set up first. My deployment was reasonably unaffected by the scenario and I was able to position my Slann and Saurus to make a first turn entry into a large building just outside my deployment zone. Key for James was that he didn't place any units in one of his corners (using his 6's to place his army central) which allowed me to scout all of my Chameleon Skinks into a corner to shoot up his Hellcannon.

The game started well with my Camo Skinks miraculously destroying the Hellcannon on turn 1 and his army getting choked up on the pure number of units I threw in his way. Both Breath weapons were used on turn 1 but failed to completely destroy any units. The Mid-game saw me casting Final Transmutation on his DP every turn which he risked in order to stop Searing Doom and Gehenna's Golden hounds on the rest of his army. In turn 4 I finally managed to roll the 6 I needed and his army then started to fall apart as it couldn't get to grip with mine thanks to my Scar Vets sacrificing their lives and my army just generally clogging the board. At the end of turn 6 I had managed to kill all of his army bar the BSB and the Skullcrushers for the loss of my Scar Vets and a unit of Skinks.

Result: 17-3 Win

Thoughts: I was pretty happy with how this game went, my ability to jump in a building kept my Slann safe James didn't have enough units to clear my skinks away. My persistence with Final Transmutation paid off eventually as I knew it would. James was letting it go to stop my Searing Doom/Hounds-ing the rest of the army so it was a bad situation for him with no good decision. Many of my units were decimated by breath attacks but WoC lack of ranged attacks and Magic Missiles means he couldn't finish any units to get valuable points.

Game 2 vs. Ogre Kingdoms (James Brown/Eventual Placing: 3rd) Meeting Engagement:

I had James down as my second worst match-up at the tournament due to a magic resistant army and his high level of play. James was rocking:

Slaughtermaster - Scales, Blades, L4 Maw

Firebelly - L2, Pot of Speed
Bruiser - BSB, Runemaw Banner

3 Bulls - XHW
3 Bulls - XHW
9 Ironguts - FCG, Standard of Discipline

3x1 Sabretusks
2 Mournfang
2 Mournfang
8 Maneaters - Scout, ITP
Gorger
Gorger

Ironblaster

I again won the roll to pick edges and deploy first and picked a corner with a building in it and close to a second building. I started with 2 units of Skinks and my Slann off the board so was potentially in a bit of trouble. I parked my Saurus in the building and spread my army out relatively evenly with Scar Vets at each flank ready to dice it up with some Mournfang. James started without his SM, a sabretusk and a unit of Mournfang so deployed very conservatively close to his long edge in order to pick up his SM. This gave me the break I needed to get camo skinks behind him and in spitting distance of his Ironblaster while my Terradons vanguarded aggressively as I expected first turn.

First turn was mine and in it I managed to kill the Ironblaster as well as both Sabretusks on the table, giving my army room to slip out of my corner as I brought my Slann on centrally. Forcing James to either let most of my army go and take some points by killing the Saurus and a skink or two or to try and turn his whole army around. James elected for the former and spent a couple of turns clearing chaff away to get to the building while I clogged him up with a brave terradon flank charge on a unit of 3 bulls and my Scar vet died trying to kill only 2 MF after I fluffed everything. I ended up saving the Saurus by waiting for his Maneaters to move past the building, exiting and swift reforming into another building late in the game. In the end I picked up both Gorgers, the Ironblasters, all the bulls and tusks and one of the MF units for the loss of some skinks and a Scar Vet.

Result: 11-9 Win

Thoughts: I was happy with this result as I always expected it to be a close game. I think James could have got more by playing aggressively and leaving his SM behind but that early in the tournament I can understand being cautious. His army worked well, but the scenario and my building shenanigans allowed me to conserve points. I was unlucky not to grab another point or two but my Dawnstone cowboy fluffed every roll and got put down by a single Mournfang. All in all though I was glad the match-up was out of the way.

Game 3 vs Lizardmen (Carl Templeton/Eventual Placing:14th) Battle for the Pass

Carl was running a renegade Lizardmen list with no Slann that would still be dangerous in Battle for the Pass with a river of light to my rear.

Carnosaur Oldblood

ScarVet - BSB
Skink Priest - L2, Scroll
Skink Priest - L2

2x25 Blocks of Saurus
2x10 Skink Skirmishers

5 Camo Skinks
3 Terradon Riders
1 Stegadon
10 Cold One Cavalry

2 Salamanders

Carl won the roll for table edge and put me down with a River of Light running through my deployment zone (casts a random lore of light spell). I deployed as far forward as possible to try and get some space to flee. Fortunately Carl deployed very defensively and I saw that I should be able to get a good win in the game. I scouted my skinks behind him.

I again won the roll to go first and proceeded to begin clearing his Camo Skinks and Terradons out by dropping rocks while my camo skinks began making a nuisance of themselves. I clogged up most of his army using double flees while he turned around a block of saurus, the salamanders and the stegadon to take care of the camo skinks behind him, greatly taking pressure off of the rest of my army. By turn 3 I had magicked down the Carnosaur lord and half the Cold Ones and cleared his chaff off. The rest of the game saw me continue to redirect/double flee the Saurus blocks while Scar Vets killed the Stegadon and Cold Ones. I lost several other skink units to banishments cast on them by the river of light and my harassing camos eventually died but did well to turn his army around.

Result: 14-6 Win

Thoughts:  I was again pleased with the result, I would have had more points but the river of light had killed 3 units and the scenario had made it difficult to really get in control of the game. My one regret was that Carl hadn't really appreciated how my army worked and was pretty unimpressed by how the army worked once he saw it in action. A mismatch in armies and expectations led to a strained atmosphere during the game.

Game 4 vs Skaven (Nick Munn/Eventual Placing: 8th) Watchtower

Nick was running a pretty brutal list with:

Grey Seer - 4++, Power Scroll
Chieftain - BSB
Engineer
Engineer - L2, Condenser, Rocket
Engineer

40 Slaves
40 Slaves
40 Slaves
35 Clanrats - FCG
35 Stormvermin - FCG
Warpfire thrower
2x Ratswarms

8 Gutter Runners - Poison, Slings
8 Gutter Runners - Poison, Slings

HPA
DoomWheel
WLC
Plagueclaw

I wasn't happy to be playing this list but I was relieved it was in watchtower where he had no units he could place in the tower. I won the roll for the tower and popped in my 20 Saurus while the rest of the army deployed centrally to chaff it up. Nick deployed all of his slaves the clanrats/seer in one corner quite defensively with his warmachines, with the stormvermin positioned to take the tower and the HPA and Doomwheel on the other flank and Gutter Runners deployed Cautiously.

Nick went first and plunged the HPA into the watchtower, killing plenty of Saurus but they stuck around. The next turn or two saw me metal half the wounds off the DoomWheel which was then finished off by a Scar Vet while the storm banner came and went. In turn 3 I managed to down the HPA with shooting, knock out a unit of Gutter Runners and push a new unit of skinks and the slann into the watchtower to relieve the now destroyed Saurus. The stormvermin had been prevented from joining the fight by my throwing away of chaff. Turn 4 saw my Scar Vet hack down another unit of Gutter Runners and the Salamanders decimate the Stormvermin who fled off the board due to bouncing off Terradons who had moved behind the Skaven lines. The game was random length and ended on turn 4 with me in control of the tower.

Result: 16-4 Win

Thoughts: Very happy with the result, while the game ended early it actually only let Nick off the hook as I would have had more Final Transmutation attempts on his Grey Seer. Nick played well and the storm banner was a giant pain in the ass but he should have placed his Seer centrally where he could Crack's call the watchtower off and ultimately this mistake cost him the game.

Well at the end of Day 1 I was on 58 points and in second place, with the leader Ross, having amassed a massive 67 points and thus being my first game of day 2.

To be continued....

Wednesday, 15 May 2013

First Dark Elf Completed

Well I've managed to finish my first Dark Elf model, an Avatars of War Dark Elf Sorceress. I definitely enjoyed painting this model and am reasonably happy with the results.I used the GW Dark Elf and Tanned Skin schemes for most of the model but still have to figure out a few of the other colours I want to use. In particular I'm not sure I like the scabbard or hilt of the sword but am not sure what to do with them.

Full Frontal view, you can just see the green eyes of the Dragon.

Another shot which I feel shows the hair quite well.

I was trying to get a shot that showed the right eye.

The rear shot which is a bit over-exposed. I'm not happy with the sword hilt and scabard.
One of my favourite shots, the eyes are large but look alright in the context of the model as a whole.

I'm looking forward to moving this paint scheme onto some of my Witch Elves. The other thing I've realised is that I need a better camera (currently using an iPhone 4) to really capture these guys for the net. All in all I'm happy with the job done and feel that it's one of the best models I've ever done (I'm only a novice when it comes to painting). I took my time on the model and actually enjoyed the process. There are still parts I'm not happy with such as the eyes and the choice of some colours. Anyways thanks for reading and keen to hear your feedback.

Tuesday, 14 May 2013

The Wandering Orc Approaches........

Another month, another tournament as I head off to The Wandering Orc this weekend up in my home-town of Tauranga. This is a 2400 point tournament playing straight out of the book Warhammer so there is potential for it to descend into a filth fest pretty quickly. I had originally meant to take my Orcs and Goblins but the requirement to paint up another dozen models inside a week when I had a major assignment due meant that I've had to settle for my fluffy lizards.

Slann - BSB, Standard of Discipline, Focused Rumination, Focus of Mystery, Soul of Stone, Becalming Cogitation, Plaque of Protection, Cupped Hands of the Old Ones, Lore of Metal

Scar Vet - Cold One, Light Armour, Burning Blade, Potion of Speed, Dragonbane Gem, Charmed Shield
Scar Vet - Cold One, Dragonhelm, Dawnstone, Venom of the Firefly Frog, Light Armour, Shield, Great Weapon
Skink Priest - Dispel Scroll
Skink Priest - Cube of Darkness

20 Saurus Warriors - HW/Shield, Muso+Standard
10 Skink Cohorts - Muso
10 Skink Cohorts - Muso
10 Skink Cohorts - Muso
10 Skink Skirmishers - Javelins/Shields
10 Skink Skirmishers - Javelins/Shields
10 Skink Skirmishers - Javelins/Shields

6 Camo Skinks
6 Camo Skinks
6 Camo Skinks
3 Terradons
3 Terradons
3 Terradons

2 Salamanders
1 Salamander

So a very fluffy list where a lot of lizards have gotten together who are pacifists and as such hate fighting in combat or letting the enemy cast. In fact they hate warhammer. I've gone with a party Slann in order to be able to totally lock down my opponent's magic phase and since I've been finding that my Metal Slann does the lion's share of casting recently. The Saurus are also back in to provide some backbone for the army and a 3rd unit that can hold up the enemy in combat.

Beer - My Greatest Ally!


The event is not a large one (14ish) and is mostly attended by Tauranga locals, though a few Aucklanders are coming down including Warhammer Celebrity contender James Brown. I'm going for a podium at this tournament and hopefully my sobriety and the Aucklanders drinking come together to make for an easy run. Seriously my goal is as always, to get a good enough score to keep moving up the WHFB rankings and have a good time.

Tuesday, 7 May 2013

Dark Elves vs. Warriors of Chaos (2400 Points)


Warriors of Chaos vs. Dark Elves
================================

Overview
--------
Scenario: Battleline
Location: Manawatu Duellists
Date played: Friday, 3 May 2013

Warriors of Chaos
-----------------
General: Caleb
  (DP) Daemon Prince [1 point]
      - MoN, Flying, 1+/5++, Charmed Shield

  (B) BSB [1 point]
      - MoT, Daemonic Mount, GW, 1+/3++, Third Eye of Tz

  (S1) Sorcerer [1 point]
      - Dispel Scroll, L2

  (C1) Chariot [1 point]
      - MoK

  (C2) Chariot [1 point]
      - MoK

  (C3) Chariot [1 point]
      - MoK

  (WoC) 17 Warriors of Chaos [1 point]
      - MoN, HW+Shield, FCG

  (CK1) 6 Chaos Knights [1 point]
      - FCG

  (CK2) 6 Chaos Knights [1 point]
      - FCG

  (S2) 3 Skullcrushers [1 point]
      - Champion

  (S3) 3 Skullcrushers [1 point]
      - Champion


  Total: 11 points
  ----------------

Dark Elves
----------
General: Jeff
  (D) Dreadlord [1 point]
      - Dark Pegasus, Heavy Armour, Sea Cloak, Soul Render, Pendant of Khaleth, Dragonhelm, Shield

  (SS) Supreme Sorceress [1 point]
      - Sacrificial Dagger

  (M1) Master [1 point]
      - Dark Pegasus, Sea Cloak, Lance, Armour of Destiny, Shield

  (M2) Master [1 point]
      - Dark Pegasus, Sea Cloak,Heavy Armour, Charmed Shield, Dragonbane Gem, Lance, Black Dragon Egg

  (CoB) Cauldron of Blood [1 point]
      - BSB

  (S) 19 Spearmen [1 point]
      - Muso

  (C) 24 Corsairs [1 point]
      - FCG, Sea Serpent Standard, XHW

  (DR1) 5 Dark Riders [1 point]
      - Muso

  (DR2) 5 Dark Riders [1 point]
      - Muso

  (WE) 26 Witch Elves [1 point]
      - FCG, Banner of Swiftness

  (H1) Hydra [1 point]

  (H2) Hydra [1 point]


  Total: 12 points
  ----------------

Deployment
----------


Caleb won the roll for table side and chose the northern side. The table itself was set-up by a third party and promised to make for a very interesting game due to the presence of 3 Buildings in the Centre and us both having flying/fast characters. I was happy with my side as it allowed a good bunker for my Sorceress and put my Witch Elves within a single move of a building. I would then try to hold these buildings and pick up points with Metal Magic and my characters.

For Magic I took Lore of Metal and rolled Searing Doom, Plague of Rust, Transmutation of Lead and Final Transmutation. Caleb was also using Metal and had Searing Doom and Final Transmutation.

I elected not to Vanguard due to Caleb's speed and then won the roll for first turn.

Turn 1 - Dark Elves
-------------------


1. Movement

I move most of my army aggressively forward and put the Witch Elves in the building, with the ability to put Killing Blow on them I shold be able to hold the building against anything but Skullcrushers. The rest of the army just moves up to make trouble and have room to flee.

2. Magic

I manage to get a big Searing Doom off on C3 and kill it.

3. Shooting

I put Killing Blow on the Witch Elves.

4. Combat

None

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


1.  Movement

Caleb passes all of his Frenzy tests and advances up the table rather than risking failed charges. He is also cautious in order to deny me good angles to fly my characters over to hit him.

2. Magic

Caleb attempts to cast Searing Doom against a Hydra but fails to cast.

3. Shooting

Nil

4. Combat

Nil


Turn 2 - Dark Elves
-------------------


1. Movement

I don't declare any charges and move my army back to buy some more time while my Pegasus Heroes drop in behind enemy lines.

2. Magic

I 5-dice a big Searing Doom but fail to cast even after using my dagger to sacrifice a poor Spearmen.

3. Shooting

I use the Black Dragon Egg to hit the Warriors of Chaos but despite hitting nearly the entire unit only manage to killl 1 due to some good saves from Caleb

4. Combat

Nil

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


1. Movement

C2 charges DR1 needing 17" and I hold, expecting S2 to charge as well allowing me to flee. This never comes though and the Chariot makes it to combat. The enemy BSB charges my Master who flees and is charged again by S2 forcing a second flee. S3 tries for a long charge and fails while C1 fails to make it to H1. The warriors jump in the building.

2. Magic

The Sorcerer IFs a Final Transmutation on the Sorceress Bunker and kills 8, but not the Sorceress. The miscast result is a power drain but he only loses 1 level.

3. Shooting

Nil

4. Combat

The Chariot destroys the Dark Riders and overruns into the building but passes it's DT test.

Turn 3 - Dark Elves
-------------------


1. Movement

I declare no charges, while both my units rally. The Dreadlord makes a play for the Daemon Prince and the rear of the Chaos units.

2. Magic

I cast Searing Doom on S2 but again poor casting leaves me able to get dispelled. I then cast Final Transmuation on the Warriors in the building but Caleb uses his Dispel Scroll.

3. Shooting

I put a 5+ ward save on the Hydras instead of Killing blow on the Witch Elves. H2 uses it's flaming breath attack on the Warriors but fluffs the rolls and only kills 2.

4. Combat

None


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


1. Movement

A few charges go off with the Chaos Knights seeing their opportunity to push the Witch Elves out after my mistake of not putting Killing Blow on. S2 charges the Hydra, forcing a flee and fails to redirect into the building. S1 fails it's charge on the corsairs and C1 gets double fled.

2. Magic

The Sorcerer casts an Irresistible Searing Doom on the Corsairs, killing 4 and rolls double 1's on the miscast table! He survives though and only kills 1 other Warrior.

3. Shooting

Nil

4. Combat

The Chaos Knights hack down 9 Witch Elves for the loss of none of thier number but I stick around, kicking myself for being dumb.

Turn 4 - Dark Elves
-------------------


1. Movement

The Dreadlord charges S3 while M2 charges the Chariot. The rest of my army rallies.

2. Magic

I cast FT on the Warriors killing 4 and then 6-Dice Searing Doom on the Daemon Prince who has come out looking to finish the game off. I roll well and take the Prince off!

3. Shooting

I've learned my lesson and put killing blow on the Witch Elves.

4. Combat

The Peg Master does 2 wounds on the chariot , winning combat by 4 and runs the chariot down. The Dreadlord does a wound and wins the combat by 4 but the Skullcrushers stay put.

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


1. Movement

S2 charges the Master and C1 charges the Dark-Riders who are actually on a slightly different angle redirecting the Chariot away from my lines. It's really hard to explain the mess that CK2 is in regards to movement. The unit genuinely got itself pinned in by other units all game and the bounce back of 1" by CK1 really screwed it over. The BSB didn't want to risk the charge yet as S3 would need the re-roll. The Knights go into WE again hoping to repeat their success.

2. Magic

The Sorcerer casts Searing Doom on M2 which I dispel.

3. Shooting

Nil

4. Combat

The Master takes a wound and does one back but loses combat and sticks around. The Dreadlord finishes the Skullcrusher Champion, takes a wound and wins by 3. The Skullcrushers still hold though.

Turn 5 - Dark Elves
-------------------


1. Movement

The Corsairs charge the flank of S2 but the Hydra fails to get in. H1 tries to hit the flank of the Chariot and fails. My last Dark rider rallies right in front of C1.

2. Magic

I cast Plague of Rust and Transmutation of Lead on S2 to lower the saves and get me enough wounds to win the next combat.

3. Shooting

Nil

4. Combat

The Corsairs and the Masters manage to win the combat and run the Skullcrushers down. The Dreadlord and Master fluff most of thier attacks and only win by 1 with the Master taking 2 wounds. The Skullcrushers pass their break test.

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


1. Movement

The BSB charges the Hydra instead of the COB as he doesn't feel sure of his ability to kill it in the turns left and is worried about the Dreadlord finally beating the Skullcrushers. The Chariot decides to pick up the points for the Dark Riders and CK2 finally moves into a useful position.

2. Magic

I dispel his attempt to cast Searing Doom on H2.

3. Shooting

Nil

4. Combat

The BSB does 3 wounds on the Hydra and takes one in return. The chariot kills the Dark Riders but doesn't leave the board. The Skullcrushers kill the Master but the Dreadlord does 4 wounds and runs them down but goes too far to get a charge on the BSB next turn.

Turn 6 - Dark Elves
-------------------


1. Movement

This turn is all about consolidation. My combat blocks move away from the BSB, while my Dreadlord moves to block any possible last turn charge by the BSB on my Cauldron.

2. Magic

I cast Final Transmutation on the Warriors and leave only 2 and the Sorcerer alive. I then go for the Searing Doom but fail to cast even after using my dagger, leaving hundreds of points untaken.

3. Shooting

Nil

4. Combat

I do another wound to the BSB but am then cut down.

At this stage Caleb decides that he doesn't want to chance the BSB on the Dreadlord so his turn consists of a Searing Doom at my master which he fails to cast.

We tally the points up and I end up up by 470 points, so a minor win. It was a very close and enjoyable game and the complex terrain made it very unusual. I paid the price for not using my Cauldron very well while Caleb ended up a unit down through his deployment and the traffic jam which took 5 turns to sort out in his back line. I enjoyed the Dark Elves and can't wait to get more painted up for the table.

Thanks for reading. Jeff


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Saturday, 4 May 2013

Fortnight in Gaming 6

Well it's been another busy fortnight in gaming for myself, with 1 tournament played in, 5 games outside of that tournament and lapping up the tears of the entire internet regarding the release of the new High Elves.

Purchasing and Painting

I've finished acquiring the last of my Dark Elves by ordering 3 Boxes of Corsairs and a Dreadlord on Black Dragon from www.chaosorc.com in the US. We've still got a month and a half until the second embargo kicks in and I intend to make the most of it. I've always used chaos orc as my cheap hook-up and I'll be sad to have to find another way to get GW at reasonable prices. I've also purchased some Gamezone Dark Elf models, namely 30 of their new restic spearmen and 10 Light Cavalry to use as Dark Riders. The models look great and if you order from the spanish site the shipping is very reasonable.

30 Plastic Resin Spearmen for 25.50 Euros



5 Plastic Resin Light Cavalry for 24.50 Euros

The final purchase is resin bases and movement trays from http://www.base-x-of-war.com/html/old_temple_bases.html . I really like the look of these bases as they fit with my concept of the army and should paint up very effectively. All of this should start arriving next week and I'll crack into the painting as well as do a review of all the 3rd party Dark Elf models that were used.

In terms of painting it's been pretty quiet with me finishing off a few skinks in time for Runefang and doing some basing on some Savage Orcs and Night Goblins for an upcoming tournament where I wanted to use a slightly different list than usual. I have also nearly completed painting my GW Watchtower and Chapel, but am waiting on a few paints from GW to finish them off.

Gaming

The main gaming event of the past fortnight was Runefang VI where I managed a just acceptable 10th=. This was a great event which I've already written about heaps elsewhere but can't say enough good things about. I really enjoyed the laid back atmosphere, having a few beers at the pub saturday night and getting to drive home at a reasonable hour on Sunday Afternoon. I definitely look forward to attending more events in Wellington.
It's good to have the little green nutjobs back on the table.


I also managed a whopping 4 games in the last 4 days, some of which I'll be putting up as Battle Reports. The first game was OnG versus the new Warriors of Chaos. I've put the OnG on the shelf after OTT out of frustration with the army but the internet has been telling me that OnG are now all the rage so I thought I'd get them out and have a go. You can find the results here. OnG are definitely solid against the new WoC but as ever there is the chance of the army totally messing itself up. I played 2 other games against my mate's Beastmen this week, the first was a Watchtower game where his Minobus failed the first turn charge against the tower and allowed me to take advantage for a big win while the other was a very closely fought Meeting Engagement against his minobus and a flying Doombull. This game was probably the closest we'd ever had and in the end I only managed to scrape a win by a few hundred points. I'll definitely be doing up a Battle Report of this one in the next week.

The fourth and final game I proxied my proposed Dark Elf army against a nearly all mounted Warriors of Chaos army. This was a hard fought game and I won't give away the result just yet as I am finishing the Battle Report up to publish in the next day or two. Needless to say though I really enjoyed using the army and am happy with my decision to pursue Dark Elves.

News and New Releases

Well the High Elves are finally upon us and with them they have brought a level of internet whining that was previously thought impossible. If you took all of the tears that were shed over the skillcannon they would be but a drop in the ocean that has come about because of the Banner of the World Dragon. For those who aren't aware the Banner of the World Dragon is a 50 point banner than can be put in a unit (making it un-snipable) and gives that unit a 2+ ward against magical attacks (including miscast damage) as well as making dragons within 12" stubborn (not that anyone cares). The rather obvious application for this is to create WL/PG deathstars or far more dangerously in my opinion, Dragon Prince busses. Now this has large implications for Daemons of Chaos (everything has magical attacks), Dwarves (runed warmachines are magical, Skaven, Vampire Counts and Warriors of Chaos. Furthermore it's definitely going to push the game more towards Dwellers/FinalTrans/13th nukes to get around the ward-save. There is even talk from some that it is the best item in Warhammer. I haven't made up my mind yet but I think we can safely assume the item will be in every single competitive HE list and that DoC will struggle to get any kind of results against HE in tournament play given equal player skill. Should we auto-comp it? No, it needs time for us to see what effect it really has. Is it the sort of item that potentially wrecks hobby? Absolutely.

As for the rest of the High Elf book it looks fairly solid but uninspiring. Core is going to be filled with nothing but mounted troops and an archer bunker, White Lions are still a cut above Swordmasters and Pheonix Guard, two eagles are obligatory and their magic items appear to all be useful/powerful. That last part actually leaves me a bit jealous. When I look at the mere 8 magic items in the Orc and Goblin book and see only two that are useful (LSH/Spider Banner) and require the entire army to be shaped around them it made me think for a time that 8th edition army books were moving away from large amounts of magical items in an attempt to improve balance. Warriors of Chaos and High Elves seem to have completely reversed this trend. While the number of magic items has been reduced, in the High Elf book at least they all appear to be universally useful and cheap. In particular there is an item that is exactly the same as the Amulet of Itzl but 1/3 the price. It seems that the earlier 8th edition books are being left behind at least in the magic item department. What worries me the most though is I think this and the quickened release schedule is indicative of GW caring even less than usual about game balance and trying to push out new models with new rules as fast as possible to get some cashflow. Time will tell.

In other news, NICON is now up to 13 players and there are still spots available so flick me an e-mail if you're keen. Panzerschrek, NZ's first Swedish Comp tournament is also filling up and has only 3/5 spots left so get in quick.

Future Plans

I'm heading up to Tauranga in 2 weeks to play The Wandering Orc, which is a 2400 point straight out of the book Warhammer tournament. I'm not sure what I'll be bringing but it will be filth, and it will wreck James Brown's hobby.

Final Thoughts

I've pretty much spoiled my Final Thoughts section with my rant about magic items and the pace of releases. While I think it's great that GW is pushing out books and models at a furious pace, I worry about the quality of rules/models being brought out and the effect on game balance. This is the first edition of Warhammer I've played though so I don't have a great basis of comparison but are we starting to see power creep setting in (at least amongst the 8th edition books, I appreciate that several 7th edition books are still at the top). If you look at just 8th edition books, and their order of release are they getting more powerful each time? I think that generally they are. What do you think?

Friday, 3 May 2013

OnG vs New Warriors of Chaos (2400 points)


Well it's been over 3 months since I've put up a Battle Report for my Orcs and Goblins since they've been punished for their performance (or my bad generalship). I decided to get them out again for a battle against the new Warriors of Chaos. In theory this was supposed to be a good match-up for me but I was keen to see for myself as those tough characters could be the end of me if they make it to my lines.


Warriors of Chaos vs. Orcs and Goblins
======================================

Overview
--------
Scenario: Battleline
Location: The Man Cave
Date played: Thursday, 2 May 2013

Warriors of Chaos
-----------------
General: Caleb
  (DP) Daemon Prince [1 point]
      - Flying, Mark of Nurgle, 1+/5++, L4, Lore of Nurgle, Soul Feeder, Breath Weapon

  (B) BSB [1 point]
      - Daemonic Mount, Great Weapon, Flaming Attacks, 1+/3++, Eye of Tzeentch, MoTz,

  (S1) Sorcerer [1 point]
      - L2, Chaos Steed, Dispel Scroll, Lore of Fire

  (CH1) 5 Chaos Hounds [1 point]
      -

  (CH2) 5 Chaos Hounds [1 point]
      -

  (CH3) 5 Chaos Hounds [1 point]
      -

  (MH1) 5 Marauder Horseman [1 point]
      -

  (MH2) 5 Marauder Horseman [1 point]
      -

  (C1) Chariot [1 point]
      - MoK

  (C2) Chariot [1 point]
      - MoK

  (C3) Chariot [1 point]
      - MoK

  (CK) 6 Chaos Knights [1 point]
      - FCG, Lances

  (S2) 3 SkullCrushers [1 point]

  (S3) 3 SkullCrushers [1 point]


  Total: 14 points
  ----------------

Orcs and Goblins
----------------
General: Jeff
  (SOGS) Savage Orc Great Shaman [1 point]
      - Level 4, Earthing Rod

  (BOBB) Black Orc Big Boss [1 point]
      - Shield, Standard of Discipline

  (NGS) Night Goblin Shaman [1 point]
      - Level 1, Dispel Scroll

  (NG1) 60 Night Goblins [1 point]
      - HW/Shield, Muso+Standard, Nets, 2 Fanatics

  (NG2) 57 Night Goblins [1 point]
      - HW/Shield, Muso+Standard, Nets, 2 Fanatics

  (NG3) 20 Night Goblins [1 point]
      - Bows, 2 Fanatics

  (GC1) Goblin Chariot [1 point]

  (GC2) Goblin Chariot [1 point]

  (GC3) Goblin Chariot [1 point]

  (T) 6 Trolls [1 point]

  (SH1) 35 Squig Herd [1 point]
      - 24 Squigs/11 Herders

  (SH2) 35 Squig Herd [1 point]
      - 24 Squigs/11 Herders

  (RL1) Rock Lobba [1 point]

  (RL2) Rock Lobba [1 point]

  (DD1) Doom Diver [1 point]

  (DD2) Doom Diver [1 point]

  (MS1) Mangler Squig [1 point]

  (MS2) Mangler Squig [1 point]


  Total: 18 points
  ----------------

Deployment
----------


Caleb won the roll to choose board edge and cleverly took the northern side. This was a good move as if I had the other side of the table I would have castled in the top left hand corner, and used the building to either preserve points by using it as an Alamo with my characters and 60 Goblins, or used the Building as a means of splitting up attackers and restricting movement. I was happy with the way deployment worked out. Caleb was rightfully nervous about my fanatic/mangler screen so put his chaff out in front to trip it, the downside to this though is that it almost guarantees that his combat units won't be in combat with my main units until T3 at the earliest and I still have the opportunity to fight off his chaff with my chariots.

There were two main things I needed to achieve early in the game in order to get a big win. The first was to down the Daemon Prince before he got into combat, ideally using Doom Divers and Rock Lobbas. The second was to sacrifice my Chariots in such a way that they forced his chaff away and were positioned to redirect his frenzied combat units. If this was achieved my Fanatics and numbers should see me grind to the win. The supporting effort throughout the game would be engaging his BSB in such a way that he couldn't get to my Characters.

For magic I rolled up; Foot of Gork, Hand of Gork, Fist of Gork, Gaze of Mork and Sneaky Stabbing for my Goblin. Caleb rolled up FlameCage amd Burning Bolt for his L2 and Plaguewind, Curse of the Leper, Fleshy Abomination and Miasma for his Daemon Prince

I won the roll to go first.

Turn 1 - Orcs and Goblins
-------------------------


1. Movement

None of my units suffer from animosity (They're on their best behaviour after being shelfed for 2.5 months) and my only movement is the Chariots re-positioning to charge chaff on the next turn.

2. Magic

I attempt to cast Foot of Gork on S2 but my attempt is dispelled by Caleb.

3. Shooting

All of the Warmachines slam into the Daemon Prince with both Rock Lobbas hitting and his DP's Charmed shield failing to work. I wound with both but he makes both ward saves! The Doom Divers then have a go but more good ward saves mean that only 2 wounds are inflicted.

4. Combat

Nil

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


1. Movement

Caleb's army advances forward and the DP makes a dash to guarantee a charge next turn should he survive. His main combat units though are still blocked in by chaff.

2. Magic

Caleb attempts to raise the toughness of the DP by D3 and succesfully casts. I can't afford to let this through as I need the Doom-Divers to be able to wound so use my scroll, if everything goes to plan I'll only be facing down a Level 2 in the magic phase the rest of the game anyways. He then attempts to cast Fleshy Abomination for the regen but I dispel this with my dice.

3. Shooting

Nil

4. Combat

Nil

Turn 2 - Orcs and Goblins
-------------------------


1. Movement

Once again all of my units pass animosity. The chariots all declare charges and even manage to make a few redirect tests so send nearly all of his chaff fleeing. GC3 and GC2 fail their charges but crucially GC3 is on an angle such that S3 or CK will hit it's flank and overrun into the Squig Herds. GC1 makes it's charge into C2.

2. Magic

I successfuly cast Foot of Gork againi on S2 but Caleb uses his dispel scroll.

3. Shooting

Both of the Rock Lobbas miss the Daemon Prince this turn but both Doom Divers again find their target and put the last wounds on, killing the DP!

4. Combat

My chariot manages to do 2 wounds to the chaos chariot but then is hacked down by the Chaos Warriors on top.

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


1. Movement

The Chaos Knights and C3 both declare charges as C1 and C2 were too far away to realistically make it. I hold for both, C3 fails but the knights make it in. The rest of the army moves up to set up a 3rd turn multi-charge and the Marauders get close enough to NG1 to pop out 2 fanatics and lose 3 of their number.

2. Magic

Caleb is unable to cast as both of his spells are Magic Missiles.

3. Shooting

None

4. Combat

The Knights hack down the Chariot with ease and overrun into the Squig Herd.

Turn 3 - Orcs and Goblins
-------------------------


1. Movement

Both NG1 and NG2 fail animosity and must declare charges. NG2 charges C1 but fails (only needed a 5) and releases it's fanatics in an attempt to boc in C1 but does so unsuccessfuly. NG1 charges the Marauders and clips C2 in the process. I decide to push the trolls up to make sure I win and they make it in the flank. My last chariot smashes into the flank of S3 in an attempt to stall them a turn. My Mangler squigs surge through the Squig Herds and smash into the Chaos Knights, destroying the unit and leaving the Sorcerer on just 1 wound.

2. Magic

I cast Big Foot of Gork again and this time it goes off, inflicting 6 wounds on the Skullcrushers in S2 and inflicting a wound on C1.

3. Shooting

The Rock Lobbas finish off C1 while the Doom Divers kill the remaining Skullcrusher.

4. Combat

The Goblins and trolls kill the remaining Mauraders and the Chariot flees, I elect to restrain in order to receive the charge from S3 and the BSB.  I reform out of the forest to keep steadfast on my trolls.




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


1. Movement

The Chariot rallies as more chaff flees off the board and his other chariot moves across to hit my flanks. The BSB charges the Trolls while the Skullcrushers triy for the NGs (I believe he did this in order to avoid DT tests and having an open flank to both Squig units as well as LoS difficulties in getting both the BSB and the Skullcrushers in without moving through the Manglers. I use the BSB coming inside 8" of my bunker to release fanatics through NG1 and cause them to collide with S3 during the charge, inflicting 8 wounds and since I'd already done 1 with my chariot when I charged their flank the unit was dead.

2. Magic

None

3. Shooting

None

4. Combat

The Trolls manage to put a wound on the BSB, lose the combat but are steadfast and stick around though they are down to 5.


Turn 4 - Orcs and Goblins
-------------------------


1. Movement

NG1 charged the rallied Chariot and SH2 slammed into the side of the BSB, riskily giving up steadfast but hoping the extra 4 CRES would be enough to break the Chaos Warrior. NG2 reformed to catch the BSB should everything go wrong. The Manglers then both moved in the same direction, killing 2 Trolls and a few Squigs, putting a 2nd wound on the BSB and killing eachother. I leave the bunker with my characters to make extra sure the BSB cannot get a charge on them eveb if everything goes wrong.

2. Magic

I tried to draw out dispel dice with a Hand of Gork on SH1 but Caleb let it go. I then tried for Sneaky Stabbing on SH2 but he dispelled it easily. In retrospect I should have thrown everything at sneaky stabbing.

3. Shooting.

My Warmachines destroy C3

4. Combat

My trolls and Squigs fail to get the last wound and lose the combat. The last troll holds but the Squigs fail re-roll Ld 7 and pop, killing the last troll, my NG Shaman, a fanatic and... the BSB! NG1 wins combat against C2 which holds.

At this stage Caleb concedes as the next two turns will see me try to collect chaff with my warmachines. I was very happy with how this game went though to be fair I totally understand why this is being considered a hard counter on the internet. If I didn't have Doom Divers the DP would be a nightmare but as it stands the strength of this list played right into the OnG's hands. OnG randomness was definitely present in this game but not so bad as I remembered and did more for me than it hurt me (those squigs did pull the BSB down along with 300 points of my own guys.) Going first was a good bit of luck as it allowed an extra turn of shooting on the DP, but even if the WoC had gone first the DP would have had to charge through a fanatic screen in order to get to safety. The other toy WoC have that I think would make the match-up a lot more challenging would be Chimera's with regen/flaming breath. But that's future Jeff's problem.

Cheers and thanks for reading.


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Wednesday, 1 May 2013

Runefang VI Tournament Report (Day 2)

Well the first day hadn't gone to plan and I was pretty sure that I was too far behind to place but I knew that if I could pick up a big win and avoid losing that I would still be able to push into the top 10 and claim enough rankings points to keep me moving up the NZ Rankings.

Game 4 vs Joshua Kennedy (Wood Elves/Eventual Placing: 23rd) Meeting Engagement

Spellsinger - L4, Lore of Life, Staff that allows re-roll of dispel dice
HighBorn - Bow of Loren

Noble - BSB

11 Glade Guard - Muso+Standard, Flaming Banner
11 Glade Guard - Muso+Standard
11 Glade Guard - Muso+Standard
8 Dryads
8 Dryads

6 Treekin
6 Treekin

Treeman
Eagle
Eagle

The scenario didn't have much of an effect on either of us and he got the first turn. The one nasty surprise that nearly got a Scar Vet was the Bow of Loren ignoring armour saves and doing a wound to Mr. Scar Vet. After that though the match became pretty one sided. In my first turn I killed the highborn with Metal Magic which panicked an Eagle off the board. Josh could only really get double-fled with his treekin and shoot inneffectively with his Glade Guard. Turn 2 saw my Metal Slann kill the Treeman while the Death Slann destroyed the Spellsinger using Spirit Leech, leaving the game mine. The next few turns saw one of my Scar Vets smash a unit of Dryads only to fall to a unit of Treekin, while the Glade Guard and other unit of Treekin were destroyed by a Scar Vet and Metal Magic respectively. In the end Josh had 2 Treekin left on the board but had grabbed enough to get a point.

Result: 19-1 Win

Thoughts: This game was stacked in my favour and I made the most of it. Josh knew he had brought a knife to a gun-fight but was still a fun opponent to play and a great sport. I also had great luck with my winds of magic rolls . I'll also mention that Josh's army was fantastically painted with some cool 3rd party models effectively thrown in. I'm pretty sure that had the army been complete (a few models were still works in progress) he would definitely have been in the running for best army.

Game 5 vs Joel Van Deven Long (Empire/Eventual Placing 10th=) Battleline

Joel is a solid top player and his list on paper had all the tools to utterly ruin my Skink Horde. While after my 19-1 win I realised I was back in with a chance I also knew that if I tried to push this match-up for big points I'd probably come out on the wrong side of it.

Arch Lector - Dragonhelm, Heavy Armour, Great Weapon, Talisman of Preservation
Arch Wizard - L4, Lore of Heavens, Dispel Scroll

BSB - Full Plate, Enchanted Shield, Shrieking Sword

38 Halberdiers - FCG
5 Archers
10 Archers
5 Knights
5 Knights

Cannon
Cannon
4 Demigryphs - Muso+Standard
4 Demigryphs - Muso

Helblaster
Steam Tank
Hurricanum

As you can see this list is very mobile, well armoured and a nightmare for my skinks. As such I resolved to give up one flank whilst trying to kill off as much as I could with magic and preserve my points in a building on the other flank which I dubbed the Alamo. One huge issue was that the cannons prevented my Scar Vets from chasing down units and forced them to hide behind the building rather than trying to do their job. Deployment went my way and saw most of Joel's army on the opposite side of the table from the Alamo with only 2 units of knights in my face.

Camo Skinks prepare to die to keep the Chicken-Knights away from the Alamo!


Joel won the roll for first turn and threw the Knights into my Skinks/Terradons while the rest of his army slowly began the slow march to the alamo, slowly clearing out my units sent to slow them down. His Knights did well but the Scar Vets eventually pulled them down but not before a few units of skinks died. One Scar Vet even managed to chase down a unit of demigryphs but then was struck down unluckily by magic before he could tear the the Hurricanum apart. From Turn 4 it was clear that he would never make it to my then safe Alamo so I began a race to pick up points with magic. I took the Steam tank to 2 wounds with metal magic (rolled many 1's) and in the last turn managed to turn his General into a golden statue. When we started counting the points up it was clear that it was very close.

Result: 10-10 Draw

Thoughts: I was pretty happy with this result and with a bit of luck I could have had 12 if the Steam Tank had gone down as well, though at the same time I was lucky that he blew up 2 war machines with misfires so luck had been a pretty fair and even mistress to both of us. I had fought what I felt had been a superior army to a standstill and felt I'd made the most of the match. In retrospect I could have pressed for the hurricanum with shooting but I was unfamiliar with it. This was easily my most enjoyable game of the tournament and I'd like to thank Joel for that. Both of us were in a spot where the game could have become very tense quickly but it flowed freely and I had a great time. A fair result for both of us and I hope to get to play Joel again (especially since his cannons never wound!).

Final Results: I came in at 10th=, though the entire top 10 was very very close with only 5 battle points between 10th and 4th. It was frustrating to know that even a point or two from my one loss would have seen me place much better but at the same time I was generally happy with how I played and the ranking points gained have pushed me up 5 spots to 18th. This was my biggest tournament yet and probably the most competitive field I had played in yet so to go 3-1-1 was a decent result though I probably underperformed based on what my army is capable of. I also feel that if there had been a sixth round I could have pulled another win out (but I'm sure everyone else feels the same). All in all though I am satisfied with the results and feel I learnt some valuable lessons which hill help me keep improving my play.

As for the tourney itself, I have no complaints. The venue, terrain organisation and players were great. It was really nice to have food on sight thanks to the PTA of Cashmere School. In terms of the structure I have only two thoughts:

1. The 1000 points awarded for B+G and Watchtower was probably a bit too much. In Watchtower it encourages players to throw away their armies to hold the watchtower which makes sense but in Blood and Glory it tends to mean that you either get 20 points or none. It'd be nice to see a better distribution of scores.

2. The combination of 5 games and Pete Dunn curb-stomping everyone who looked at him funny meant the top 10 (bar Pete) was incredibly congested. A sixth game would have helped to see some more differentiation. That said I loved being home at 5 after a tournament, so I'm not too fussed.

Finally a huge thanks to Peter Williamson for umpiring the tourney and to Pete Dunn for hosting me over the weekend. It was much appreciated and if you ever have reason to be in Palmy I've got a place for you.

Cheers. Jeff