Day 2 @ Panzerscrek!
So after a less than satisfactory Day 1 I was sitting on 32 points in the
middle of the pack.
Rd 4 - Charlie, Dark Elve's - pure witch elve list with no magic.20-0
So Charlie had to be one of the nicest guys at the event and his army theme
and its look was amazing, he got my vote for best painted and sports.We were
playing battleline, I deployed between a forest and building with 1 unit of
Demi's centre right in front of 1 unit of Halberdiers and the second extremely
left looping rd the forest. T1 I pushed my Demi's and mages unit forwards.
Magic and shooting I began to feel mean.... 1 shoot’ed his Mantacore and rider,
second cannon tried for the Cauldron but was warded and I killed about 20 Witch
Elves rolling Dble 6's for magic, its safe to say Double Banishment, Shim's
burning Gaze and bound Fireball did its job on the largest unit of elves
reducing it well below 1/2 strength. T2 saw me charge with the demi's into Charlie’s
harpies which then overran into a small unit of witch elves, the centre unit
then charged a 20 man Witch elve unit which ultimately fled allowing me an
overrun into Charlie’s depleted central unit of witch elves. The first charge
was a total mistake as Charlie failed to move his Crones unit up 2 more inches
suffling them only 3, then mean he left just enough space for me to get past
his Crones unit and take me totally out of her units counter charge arch. T2
shooting and magic took a tool on Charlie’s army; I got the Cauldron of Blood
and killed about 14 Executioners. In the end I tabled Charlie on T4 for the
lose of an archer detachment, that magic, artillery and demigryph's did their
job and I was lucky enough to keep my core out of combat as they would have
been torn to pieces had a witch elve unit reached them.
Rd 5 - Caleb and his WoC monstrosity. 13-7 lose.
This was overall my favourite game of the weekend and one of the bloodiest
battles on both sides, for the majority of the match I was ahead by about
400-500 points until t4 when a single chariot charged my Arch Lector and his
Alter which had been protecting my Halberdiers flank. At that stage the Halberdiers
where locked in a prolonged combat with a small unit of Nurgle Chaos Knights (4
left of 7) since T2. Its safe to say that we both failed to wound each other
however I found myself down by 1 (given charge) against the chariot needing 9's
re-rollable to stand, of course I rolled 12 then 10 and fled off the table.
While this was extremely unlucky it turned the game from a certain win to a
lose as the chariot reformed then hit my flank doing 7 impact hits wounding 6
of them. this mean I lost combat by 6 rather than being up by 2 against the
Knights. I needed re-rollable 8's to stand and of course in true fashion I
rolled high and was promptly cut down by the Chariot while the Knights
reformed.... the lose of my Arch Lector also put me on tilt a little and I
forgot to move my 2nd Halberdier unit out of the building it was occupying the
following turn, this provided to be very relevant as they ended up breaking Caleb’s
generals unit in the first round of combat but failed to catch it rolling
4" while the Warrior unit ran 10 and eventually reformed, had I engaged
the unit a turn earlier I would have wiped it out rather than leaving it
rallied on 5 models on t6, OOPS!
While my tactics had only lost to dice rolls my opponent Caleb was a great
sport and did nothing wrong the entire match, he got a little lucky in a couple
of spots and I a touch unlucky but overall a very very enjoyable game!
Rd 6 - Peter Dunn, DoC 12-8, Meeting Engagement
At the start of the round I'm fighting for 3rd place as Peter Dunn and Peter
Williamson are locked for 1st and 2nd unless I can get a 20-0 win and Pete gets
less than 5 points but of course I'm pair up against Pete and his filthy
Tzeentch Deamons of Chaos list. For those of you who don't know how Pete's list
works, it has 5 levels of Tzeentch magic trying to roll Gateway, this is broken
on a Horror unit as they can throw 6 dice every turn at gateway with impunity
as their ability allows wounds caused to be added to the unit before any miscast
results on dble 6's is applied.. and to top it off they still get their wards!
to add some additional punch Pete also has a Lord of Change with the Lore of
Metal and Wand of Whimsy (great...) backed up with 6 screamers and 6 beats of
nurgle and the usual skullcannon...
So I'm stuck with a hard decision the table we're on has multiple buildings
(both down the middle of the table on the angle, 2 hills, a largest forest and
the biggest march I've seen on a warhammer table and to top things off we're playing
meeting engagement. I picked the left side of the table positioning my army
between the 2 hills, not ideal but I felt it was the right choice. I was initially
going to take the otherside but I felt that the forest and the march in
conjunction with the buildings would majorily limited the movement of my army
and I needed to be reasonably offensive as I could not sit back and try to
cannon him of the table given LoS issues thanks to terrain... plus metal magic
and gateway would just rip my demi's to pieces... I roll to deploy and of
course my lvl4 mage of Light was off the table along with a large unit of
Halberdiers...Pete starts with 1 single beast and small unit of horrors off.
his deployment is highlighted by hiding the greater deamon and skull crusher
behind a building very much out LoS, knowing this however I had positioned my
metal mage with a unit of archers so they could move up to a building and cast
Searing Doom (LoC rolled 2+ AS) while being unchargable that turn.
T1 sees me move my Demigyphs up the flanks marginally, bring on my reserves
(lvl4 was out of range of anything relevant), magic I cast Searing doom on 5
dice against the LoC, I make a mistake and don’t specify the 2D6 version and
end up with 1d6 rolling 2 wounds, 1 being saved by its ward... oops.. Shooting
and the cannons take off 3 Screamers and the volley gun does 3 wounds on a
horror unit. Pete prodictably moves up his units conservatively with the 2
single beasts moving to divert the demi's, Magic was uneventful, shooting sees
the Skullcannon misfire and kill itself (YES! "fist pump") ;).
T2 I throw my Demigryph's into a longish charge against the keeper and move
the 2nd unit to flank the screamers on my left. Magic i roll poorly and was
unable to cast anything relevant. Shooting I take off another screamer and kill
a couple more horrors. T2 is the tuning point of the game for Pete's magic he
rolls dble 1's this result in his beast on the right dying allowing my Demi's
to get round behind his line. over the next few turns we trade magic and
combat, I get Pete's LoC in the end but again fail to destroy over 500 points
of Daemons as the Demi's fluff their rolls on our last turn (t5)... Great game
I just wish I was able to steal a couple more points from Pete but it was
not to be!
In the end I was tied for 3rd with Mike on battle points, ultimately though
I dropped to 7th after painting and sports scores were added... painting being
the only issue...as i got full sports points.
Ah well a great weekend had by all and the first proper outing for my empire
which I thoroughly enjoyed! I officially love having real cannons in a list backed
up by good monstrous cavalary and magic… being on the receiving end of cannons
was horrid! Last night I ordered 4 boxes of Demigryphs so the Skaven may take a
well deserved rest soon! J