Thursday, October 21, 2010

NWG 2010 - A time of Chaos - Game 3

Game 3, table 6, Meeting Engagement. Looking at Derek's list I wasn't as confident as I normally would have been against Ogres as he had the right tools to make this hard for me; fast moving Ironguts to crush my Knights, Scraplauchers for taking out the horde and possibly KB'ing my Knights, and the Gorger coming on backfield to stop the Hellcannon from shooting as well as more KB madness should he manage to intercept the Knights. His list was as follows:

Tyrant
Heavy Armour, Thundermace, Talisman of Preservation

Slaughtermaster
Warrior Bane, Ironcurse Icon, Dispel Scroll, Talisman of Endurance


Bruiser
BSB, Heavy Armour, Crown of Command, Gold Sigil Sword


Scraplaucher
Scraplaucher


8x Ironguts

Standard Bearer, Bellower, Banner of Swiftness

9x Bulls
Standard Bearer, Bellower, Ironfists

9x Bulls
Standard Bearer, Bellower, Ironfists

33x Gnoblars

20x Gnoblars


Gorger


For spells I rolled Flcikering Fire, Pandaemonium, Treason and Gateway (on fire with getting the good four spells). Took Fireball once again on the Level 1. It should be noted for this section of the report that my maps aren't very accurate as the diagonal deployment threw off my recollection considerably. Either way, below is deployment including my vanguards. His Scraplaucher and a unit of 20 Gnoblars were held in reserve as was my Exalted Hero.

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Turn 1

The Ogres secured first turn and began with the Gnoblars and Scraplaucher moving onto the board. An immediate charge from the Ironguts saw the Horsemen in trouble. I stood and shot since either way they would be slowed down and not that far out of position. Everything else manuvered and tried to pin me down. Magic wasn't very impressive thanks to a low Winds of Magic roll and the positioning of the Slaughtermaster. One Scraplaucher hit the Warriors but saves were made while the other scattered far, only killing a Hound. In combat the Horsemen were easily killed off and the unit reformed to face my lines.

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The Chaos turn started with the Exalted Hero coming onto the field as the Hellcannon managed to be restrained. The forces of destruction manuvered around using the Hounds to attempt to block the Ogre charge paths and hopefully bait for a counter-charge, holding the Nurgle Knights back and hiding the Khorne Knight behind the building to hit the flank should the Tyrant's unit come through to charge the Marauders (who had failed to charge the Tyrant's unit). The remaining Horsemen made a beeline along the Ogre table edge to try charge the Scraplaucher next turn.

Magic proved fruitious with a Bull (from the rearmost unit) and an Irongut being taken out with two more wounds to a second Irongut. The Hellcannon reared for an impressive shot by disappointed the crowd by blowing up instead.

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Turn 2

Not falling for the Chaos trickery the Tyrant ordered his unit to move into the building instead of charging, while the lowly Gnoblars instead attacked the Chaos Khorne Knights. The Bulls still didn't want to chance a long charge on the Nurgle Knights so just moved in closer instead, while the rearmost Bulls turned to go after the Marauders. Meanwhile the smaller Gnoblar unit continued to move toward the fighting.

Magic managed to kill off the Hounds but nothing more. Shooting was more successful with the Scraplauchers collectively killing about 18 Maruaders. Predictably in combat the Knights slaughtered tens of Gnoblars while taking no wounds in return, but the steadfast greenskins held.

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Dspite being flattened the remaining Marauders charged at the Tyrant occupied building while the Horsemen charged the Scraplauncher in the flank. The Chaos Warriors also charged the Gnoblars in the flank. The Hounds remained still as the Hero moved closer to the army, and the Nurgle Knights failed a charge on the Bulls by about an inch.

Magic only got up a Pandaemonium. In combat the Horsemen did 3 wounds to the SCraplauncher for none in return and broke it though they failed to catch it. In the building combat 4 Marauders were cut down however 2 Ironguts were killed thus winning the combat for the Maruaders though the Ogres held their position. In the final combat the one-sided affair ended as pracdicted with the Gnoblars being wiped out and the two Chaos units reforming to better facings.

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Turn 3

The Ogre made a gambit for blood and charged the Nurgle Knights with both the Scraplauncher and the Bulls. The other Bulls charged the Marauders also. eanwhile the second Scraplauncher fled the field as the remaining Gnoblars moved in toward the fight. Magic saw a +1T spell getting off on the Tyrant's unit, wounding the Slaughtermaster. In combat the Mark of Nurgle showed its use as the Ogres struggled to land blows and only managed to kill a single Knight; not a fitting revenge for the 10 wounds dealt by the Knights previously. Both Ogre units broke with Bulls being caught and the Scraplauncher getting away. In the Bulls-Marauders combat the Bulls killed 7 Marauders for 6 wounds in return and the combat brewed on.

Note: The map is wrong for this one, showing only 4 surviving Bulls when there should be a second rank.

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The Nurgle Knights started the Chaos turn charging and catching the remaining Scraplauncher while the Warriors manuvered back toward the remaining Ogres. They were then joined by the Exalted Hero who had come on in reserve at the start of the game. The Hounds moved around the building for better options and the Horsemen dawdled forgetting it was their turn. Magic managed to kill off another 1-2 Ironguts before combat in which the Bulls killed another 5 Marauders who failed to perform thanks to losing their frenzy last round; they only did 2 wounds, though held yet again.

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Turn 4

The Ogres' only move this turn was to rear charge the Marauders with the Gnoblars. Magic saw the previous +1T spell go down and so the Slaughtermaster put up a new one, taking another wound. He tried to heal the wound but failed. In combat a few Gnoblars went down but the Marauders were hacked down to just 2 men and were broken and caught (the Bulls failing to restrain pursuit).

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Not willing to rely on magic too much the Khorne Knights charged the building hoping their flaming attacks could oust the Ogres. The Warriors also hit the flank of the Bulls while the Horsemen and Nurgle Knights came back around toward the battle. Magic was pitiful with the Gnoblars the only possible target for Gateway. In combat the Bulls were easily butchered and cut down, though the Ironguts faired better, hanging on despite suffering casualties for none in return.

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Turn 5

With the climax of the battle closing in the Gnoblars legged it while the Slaughtermaster pupped out as much magic as he could to earn points, succeeding in killing a Knight, though losing his +1T test. At this point Derek remembered his Gorger which we had both forgotten all game. In the end however he got insta-fried by Gateway.

The Khorne Knights charged back into the building, and the Sorcerer Lord managed to fry the Gnoblars with a combined arms assault of Flickering Fire and Fireball. The Knights were fortunate that only a single Irongut remained thus the Bruiser and Slaughtermaster finally entered the fight with the Slaughtermaster drawing the short straw and choking it and the Knights managing to pass their saves.

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Turn 6

Tension boiled as the Ogre phase was rendered moot due to the lack of magic, drawing the Chaos turn and the final turn of the game in early. In a last display of fireworks the Chaos Sorcerers managed to draw up a full arsenal of 12 power dice and cast Fireball, Flickering Fire and Gateway all successfully into the building. Despite the barrage however the Tyrant and BSB both survived the affair with a single wound each.

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Conclusions

Talk about a proper fight! Combats from turn 1 and in every turn there-in apart from Ogre turn 6. Exploding Hellcannons, flying spoons, and Gnoblar shaped jewelry for the Chaos Steeds' horseshoes; this game had all the things a Chaos-Ogres fight should have.
In hindsight I think I played the game well and my choices worked out, though I wonder might it have been better to assault the building with the Khorne Knights a turn earlier. Equally so I thought Derek played the game well also with the only decision I'd question being leaving the uber-killy unit in the building all-game; a mistake I often make with my Warriors as you may recall me stating earlier. That being said, the building really helped those Ogres survive even though they could have helped dish out the pain if played more aggressively.

Rules-wise I forgot to re-roll wounds in the last turn with my Fireball and Flickering Fire which may have killed those two characters, though this is counter balanced by us both playing the flee of the Marauders wrong; they should have ran from the Gnoblars and not the Bulls (thinking 7th ed. *facepalm*) and thus Derek's Bulls got stuck in a bad position. Also I have to attribute quite a bit to the Gorger being forgotten, alas his fate being so cruel and crispy.

All and all a top notch game as is always the case facing Jarvis. This 14-6 win put me up one table for the festivals of old friends to continue facing Rob Gleasure; it seems no tournament would be complete without me and Rob going toe-to-toe. Stay tuned.

Monday, October 18, 2010

NWG 2010 - A time of Chaos - Game 2

So game 2 rolls around against Dave Wade and he too is sporting High Elves. This scenario was Blood and Glory which usually I have the advantage in, holding 9 fortitude, however today fortune was not with me as Dave also had 9.


Arch Mage [ Level 4 ]
Folariath's Robe, Talisman of Saphery, Dispel Scroll, High Magic


Noble
BSB, Battle Banner, Dragon Armour, Lance, Barded Elven Steed


20x Phoenix Guard
Full Command, Banner of Sorcery

15x Swordsmasters
Full Command

15x White Lions
Full Command, Gem of Courage

5x Dragon Princes
Full Command


25x Lothern Sea Guard
Full Command, Shields

20x Spearmen
Full Command

10x Archers


RBT
RBT


High Magic was a nice change from Life and Death, however it kept me on my toes for this game. He rolled Shield of Saphery, Vaul's Unmaking, Flames of the Phoenix, and Courage of Anaerion on top of Drain Magic. I rolled good for my own spells once again getting Flickering Fire, Pandaemonium, Treason, and Gateway. Deployment for the game can be seen in the below diagram and as per usual contains vanguards also. The High Elves managed to get the first turn.

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Turn 1

In a very un-Elf-like fashion the High Elf army charged forward, splitting around the building in the centre. Their phase had quite a devastating turnout, with an irresistable Flames of the Phoenix taking out 29 of the Marauders, and Vaul's Unmaking getting a really high roll forcing me to burn my scrolls to preserve my Puppet. Shooting then saw a unit of Horsemen taken out, reducing my fortitude to 8.

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The Chaos turn started off with misfortune as the Hellcannon rampaged and failed to hit anything. No charges were declared and the army manuvered around the High Elves. The Horsemen successfully supressed march blocking and tore up the right flank. Both units of Hounds moved into prime blocking positions while the Knights behind positioned for charges. The Warriors moved up to the building though keeping line of sight on the White Lions. The Maruaders were forced to reform in order to maintain any form of combat ability. Magic only saw one spell getting through, however that Gateway killed 11 Swordsmasters and caused the rest to panic and flee.

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Turn 2

The White Lions reared a charge against the blocking Hounds but the muts fled, enough too to allow the Knights a charge in the Chaos turn. The Spearmen unphased by the silly dogs passed march blocking test and moved onward. The LSG moved up slightly to get shots on the Hellcannon and the PG braced for the charge. The SM rallied also while the Dragon Princes simply wheeled to flank the Chaos Knights should opportunity arise. All magic failed with the Arch Mage even miscasting and taking a wound. The Archers and LSG unloaded their collective 35 shots at the Hellcannon but failed to even dent the hull. The RBTs however managed to wipe out the Horsemen bringing the Chaos fortitude down to 7.

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The Chaos army trumped and bellowed and the charge was sounded and almost the entire army engaged. The Khorne Knights hit the Spearmen head on, as did their Nurgle brethren to the White Lions. The Marauders and Hellcannon also collectively charge the Phoenix Guard. The Warriors entered the building while the Hounds stayed with their back to the Phoenix Guard hoping beyond hope to bait them out of position. Magic was unimpressive as Gateway got scrolled. Combat was slightly more successful with 8 Spearmen, 11 White Lions and 8 Phoenix Guard getting killed for only 5 Marauders and a single Knight in return. Unfortunately however none of the units broke (even though the Phoenix Guard were testing on a 3).

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Turn 3

The High Elf turn proved short and bitter. The LSG moved around to rear charge the Hellcannon next turn while the rest of the army stayed still at their vantage points. Magic was rather lacklustre though a crucial Shield of Saphery got through to the Dragon Princes. Combat went rather awry for the Chaos forces. The PG made a rake of successful ward saves, only losing two elves and breaking the Marauders thus being able to turn to face the Hellcannon. This saw Chaos fortitude reduced to 6. The Khorne Knights fluffed on attacks killing only 4 Elves and losing one of their own, though winning the combat. Furthermore the Chaos BSB fluffed up allowing the White Lions to strike down 3 more Knights before getting killed off. This however finally saw the elven fortitude reduced to 8.

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Chaos needed to turn things around. The Nurgle Knights charged headlong into the Dragon Princes, expecting an easy fight should they manage to take out the BSB. The Marauders then failed to rally in the only other act of the movement phase. Magic was rather disappointing once again only killing 3 Swordsmasters; that being said only the champion was left dropping the elven fortitude to 7. In combat the Hellcannon killed another 3 Elves for a wound in return but lost combat. The Knights finally broke through the Spearmen making an impressive overrun, and dropping the elven fortitiude to 6. The Nurgle Knights faired less well however. In a challenge the Knight champion fought the Elven BSB who turned out to only have S4 attacks. Only one wounded and in typical fashion the champion failed his 2+ AS. Furthermore in the combat the S3 Dragon Princes only did one wound to the remaining Knight and he failed his 1+ AS reducing Chaos fortitude to 5, and then to 4 after the BSB was broken (though not before killing 2 Elves; the rest passed their ward saves).

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Turn 4

Considering the distance yet between them as the daemon engine the LSG chose not to charge the Hellcannon and moved closer instead. No other movement was made and magic and shooting did nothing. In combat the Hellcannon killed another PG but failed to break them.

The Chaos turn proved the turning point in the game. Seeing the positioning of the Dragon Princes the Khorne Knights turned on their heel knowing they could get a flank charge next turn. Also the Marauders rallied, though it was too little too late. Magic saw both Chaos spells getting off but Flickering Fire failed to kill the last Swordsmaster and the 4 S2 hits from the Gateway was unable to damage to Dragon Princes. In combat the stalemate continued with another PG cut down and the Hellcannon failing to break them.

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Turn 5

The Dragon Princes charged the Hounds who fled, seemingly allowing the Khorne Knights their flank charge. The LSG also charged into the back of the Hellcannon. Magic did nothing, however it didn't matter. In a rookie error by me, both myself and Dave realised I had exposed the Khorne Knights' flank to the two RBTs which we had forgotten about since they couldn't shoot the last two turns. At long range and through soft cover both needed 5's to hit. Both hit single shot, each killing two and reducing the Chaos army to breaking point.

However, tournament rules dictated that we still had to finish the turn, so it was all down to the Hellcannon to pull the draw here. To start the combat the Hellcannon takes 3 wounds between the two units of Elves. All 5 attacks from the Hellcannon hit and wound, yet all 5 ward saves are passed by the PG. Thunderstomp then gets 5 wounds also and all 5 wards are passed, sealing the game as a 17-3 to Dave.

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Conclusions

Well first let it be said that this was my favourite game from the whole tournament. Dave was a gent to play against and the game was really topsy turvy with some great moments and fights. In hindsight I can easily see my two flaws, one being the obvious Knight-flank incident. The other however was my play of the Warriors. I have a habit of getting my Warriors into buildings and getting comfortble there, resulting in me not being aggressive enough with them. Looking back, if I had moved the Warriors out in turn 3 and rear charged the Phoenix Guard I would have won the game in that turn.

Either way it was fun as hell. This loss put me onto table 6 to play and old friend Derek 'Jarvis' Mitchell. I didn't have my Dragon and spiky elves with me for this encounter however, so I knew Derek's Ogres were licking their chops for revenge and seeing his new list didn't ease my anxiety. Stay tuned.

Tuesday, October 12, 2010

NWG 2010 - A time of Chaos - Game 1

Ok so I didn't check in exactly when I said I would, but better late than never right? Anyway, it was a fantastic weekend, possibly the best tournament I've attended and had 5 good games. Congrads to Nigel, Jarvis, and Fergus for a successful event; can't wait until next year.

Anyway, not being a spoil sport, I won't be telling you my standing right away; you'll have to bear with me and read the reports of the games to see how I did. Expectations were high and rightfully so after the previous years success. 34 players, 17 tables, and 14 different armies made for a variable and unpredictable weekend. I took my Chaos list which I had been practicing for the last few weeks; it can be found here. Keep in mind, the event ran under Timmy-comp with the loose guide lines of no Power Scrolls, no special characters, no triple special, no double rare (unless you are High Elves), and no more than five war machines (including things liek Steam Tanks and Anvils of Doom). Note no special terrain would be used at this event.

We arrived in Gorey early Saturday morning just in time to register, get some breakfast and head on for game 1. The draw had taken place the week before and I knew my first game would be against Chris Smith and his High Elves. High Elves had been a weak point for me in the past month so I was interested to see if I could overcome this when it mattered most. His list was roughly as follows:

Arch Mage [ Level 4 ]
Book of Hoeth, Lore of Death


Noble
BSB, Banner of the World Dragon, Dragon Armour???

Mage [ Level 2 ]
Seer Staff of Saphery, Lore of Shadow


~28x Phoenix Guard
Full Command

24x White Lions
Full Command, Ironcurse Icon

6x Shadow Warriors


~30x Lothern Sea Guard
Full Command, Shields???

20x Lothern Sea Guard
Full Command, Shields???


RBT
RBT


Note the question marks are only donated to items I assume he had but never got the find out for certain on. For Death he got Spirit Leech, Caress of Laniph, Fate of Bjuna, and Purple Sun, and for Shadow he chose Miasma and Pit of Shades. For my own spells my book keeper took the basic Fireball while the Lord rolled Flickering Fire, Pandaemonium, Treason of Tzeentch, and Infernal Gateway. This game was the watchtower scenario and Chris managed to secure it for the first turn, deploying the 20 LSG in it. That gave me the first turn of the game. Deployment can be seen in the diagram below including scouts and vanguards.

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Turn 1

As the Chaos attack was sounded the Hellcannon managed to restrain its bloodlust. The Marauder horde made an immediate assault on the watchtower, eager to butcher some pointy ears. 3 of the barbarians were shot down on the charge but the frenzied berserkers cared not. On the flanks the respective Horsemen west to east made a bee-line for the RBT and Shadow Warriors. The western Hounds advanced toward to center at full pace while the Khorne Knights originally behind them moved out to the side to try a long charge on the RBT next turn if the Horsemen were not successful in taking it out or surviving long enough to charge themselves. The Nurgle Knights stayed behind the Hounds on their side for fear of a long charge from the White Lions, though the angled to attempt to hit the Phoenix Guard should the Hounds get picked off. The Warriors stayed in cover around the Marauders but close enough for the Lord to get off some spells.

Rolling only 5 dice for magic the Lord decided to go for broke early and threw them all at Gateway on the Phoenix Guard, successfully too. It was then that Chris revealed the Banner of the World Dragon, something I had suspected however I didn't want to allow suspicion alone to dictate my means of play. Shooting wasn't overly impressive initially with the Hellcannons shot at the 30 man Sea Guard going well wide, however the Marauders managed to take out an RBT crewman and 3 Shadow Warriors with their axes. In combat the Exalted Hero stepped forth to the doorway of the watchtower and bellowed a challenge to the champion of the Sea Guard within. The pointy ear follishy accepted and was promptly cut down. His unit managed to kill off 4 Marauders, but lost 6 more of their number in return. Though lose they may have, under the cover of their garrison they managed to hold fast.

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No charges were declared by the High Elf forces but several manuvers were made. The LSG turned to face the oncoming enemies on the western flank, while the White Lions entered their forest, revealing it to be a regular wood. The Phoenix Guard also edged toward the building.

Magic was largely uneventful with spells either being dispelled or failing to result, with even the Purple Sun misfiring. Shooting saw the Shadow Warriors fell a Horseman, while a RBT and LSG combined attack wiped out the other unit of them completely. The LSG in the building took out four Hounds to the east, while the second RBT took out 3 from the other unit. With no combat the turn was over fast.

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Turn 2

The Hellcannon was restrained once again as the Chaos forces retaliated against the High Elves. The Khorne Knights made a successful tactical charge against the RBT in the west and the Horsemen charged the Shadow Warriors who shot down one more Horseman on the way in. The Marauders also re-engaged the LSG in the tower. The 2 Hounds in the west failed a charge against the RBT in the centre also. The Nurgle Knights angled for a turn 3 charge against the PG while the lone Hounds moved up to redirect the White Lions if necessary. The Warriors shuffled slightly for better view and range.

Magic gave little dice again, and though a Flickering Fire got through and roasted 5 White Lions, Gateway was promptly dispelled. Shooting proved more successful as the Hellcannon landed a direct hit on the White Lions (one of only two hits it made all weekend!). The shot hit the remaining 19 Lions but between their Lion Cloak saves and the Ironcurse Icon wards, only 6 were killed.

In combat the forces of Chaos showed their combat prowess. The Marauders began by butchering 7 more LSG, though the last four held their ground. The Khorne Knights killed the RBT and overran into the LSG's flank. The Horsemen killed two Shadow Warriors for no wounds in return, and overran into the flank of the White Lions. Unfortunately two of their horses tripped up on roots and vines while running through, leaving only a single Horsemen to face the fearsome woodsmen.

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Left in a bad position their was little the High Elves could do in thier second turn. The PG moved up toward the building and the Shadow Warrior failed to rally. Magic yielded some success with an irressitable Fate of Bjuna killing the Exalted Champion in the Marauder Horde; however the miscast killed a few PG. A Purple Sun also descended across the battlefield killing a Marauder and a Warrior despite 8 Warriors being hit; the Sorcerer Lord managed to dodge out of the way. The last of the Hounds were also shot down on both sides. Combats were one-sided affairs with the Lions easily butchering the last Horseman, while the Knights killed off ~8 LSG breaking the unit and running it down, and successfully charging into the RBT.

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Turn 3

Hellcannon passed rampage again. The Chaos Gods now looked to their best to win the day. The Nurgle Knights and BSB charged the Phoenix Guard though they knew they may be dead should the White Lions counter-charge next turn. However they only needed to hold out long enough for the Khorne Knights to come in the back holding up the Phoenix Guard long enough that the Marauders should be able to win the game. The Marauders also went for another assault on the building. The Warriors continued to manuver to get vantage points for magic.

Unfortunately, magic only resulted in two dead Lions and the Hellcannon scattered wide again though it clipped three PG killing them. Combat saw more PG fall for no Knights in return allowing the Chaos forces the hold up the PG as the Marauders killed the last of the LSg and moved into the tower. The PG chose not reform so as to keep the Knights from getting the full potential of their attacks. The Khorne Knights gleefully hacked through the RBT and its crew but failed to get a big enough overrun to hit the PG.

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The High Elf forces were scattered and those left were dying quickly. The White Lions under pressure decided the rear charge from the Khorne Knights was more of a threat and chose to reform to flank charge them next turn instead of immediately charging the Nurgle Knights in the front. The Shadow Warrior failed to rally and kept running, passing his dangerous terrain test for running through the Knights. Magic was unsuccessful again with a miscast killing some more PG. In combat the massacre continued though as usual the PG held on.

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Turn 4

The Khorne Knights decided not to make the mistake of the White Lions and charged straight into the PG's rear. The Lord then used this opening to pummel the Lions with magic, killing them off completey with successful castings of Treason, Flcikering Fire, and Gateway. In combat the PG were being reduced to platry numbers. At the rate they were being killed it would only take another 2 rounds or so to kill them off so Chris conceded. Chaos would taint the land.

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Conclusion

A good start but not the most fulfilling victory. Chris was new to the game I was told, so the mistakes such as concentrating magic on PSoX and not charging with the Lions are understandable. All the same, I was intimidated by the army and he did he best so fair play. It was a good game and if one or two things went differently I think the result could have been drastically different, as my Knights cannot stand up to several turns of S6 attacks. This win put me on 20-0 and kept me on table one for game 2 to face Dave Wade. Guess what! More pointy ears!!!

Saturday, October 9, 2010

Day 0.5

Checking in from Dublin. Unfortunately didn't get the Marauders fully painted. They all have the 3 colour minimum with about half having a little bit more but alas time was against me. Hopefully I can get at least a 6 on painting.

First game is against Chris Smith's High Elves tomorrow, will check in tomorrow evening with more coverage and hopefully a report of two. Wish me luck.

Wednesday, October 6, 2010

Practice makes perfect (or as close as you can get)

Got two more games in last night in practice for the tournament and both against lists that are also going to be competing.

First game was against Lizardmen; Battleline. Started off strong getting through the Chameleons and Kroxigor but I knew not to get confident as Lizardmen was probably my toughest match-up to beat. Set-up the Stegadon for redirection but completely botched up the distance between the Hound screen and the building nearby so the Stegadon had just enough room to charge through to my Knights. Irresistable Dwellers Below crippled my horde significantly which left me reeling as the Lizardmen also took out the Horsemen leaving the western flank open to them. I gambled on rolling high for magic using the Third Eye of Tzeentch to cast Dwellers Below on the Slann bunker. Got irresistable and killed the Slann along with 7 Temple Guard. The Nurgle Knights broke through the eastern flank easily, but my Hellcannon rampaged and missed charging the Stegadon by an inch meaning it would suffer the impact hits otherwise avoided by charging. The Saurus horde got into the building my Warriors and Lord were occupying. At this point the whole game became about this combat as nothing else outside of it died. Eventually his Oldblood killed my Lord but the Warriors held fast. The game ended a 13-7 to the Lizardmen.

Second game was against High Elves; Blood and Glory, in particular an army that caused me my only massacre loss in 8th edition so it was going to be tough. First turn he irresistabled Dwellers against my Marauder horde almost halving it. On the eastern flank he shot out my Horsemen and in the centre my Hounds. I set-up the Dragon Princes on the western flank, pinning them in place with Hounds, leaving the Knights 10" away so he would feel confident enough to take the bait but would need a lot of luck to follow through; a risk I was willing to take. Horde and Warriors moved up the centre. Khorne Knights lost 2 men to dangerous terrain coming down on the east. Managed the irresistable Dwellers on his mage bunker and took out his Level 1 and 4 Phoenix Guard but failed to get the Level 4. Dragon Princes took the bait and overran 9" so got charged by the Knights. Horde charged the Swordsmasters and rolled double 1. Khorne Knights charged and were shot down. Nurgle Knights and BSB cut down all of the Dragon Princes and ran down the lord, exposing their flank (rules question; can you test to reform at this point like when the enemy flees as a charge reaction?). Swordsmen forwent the Knights flank to hit the Horde in order to stop the Horde from reigning free on the High Elf battleline next turn. Both RBTs fired single shot into the Knights' flank but I had previously cast Flesh to Stone on them so both failed to wound. Irresistable Dwellers took out 6 Warriors but they held fast. Swordsmasters ploughed through the horde but not without losing all but two of their number and the BSB. In the subsequent magic phase the Chaos Sorcerer enleashed Flickering Fire and Gateway successfully at them killing all three and ending the game as the High Elf fortitude was reduced to two. A 16-4 victory for the forces of Chaos.

Also managed a 20-0 against Dwarfs on Monday night in Dawn Attack. So now it's back yet again to painting.

Monday, October 4, 2010

Progress?

Only 5days left until the tournament and things are progressing albeit at a slow enough pace. I got the Knight finished and repainted the cloaks of his buddies and now I am down to the last unit; the Marauder Horde. With the front rank done, and the Ogre unit filler already painted that leaves 36 more Marauders to go. 23 are currently on my desk in the middle of a speed painting session while the other 13 lie in the case awaiting the arrival of their heads!

One thing this experience has thought me so far is speed painting sucks. My back and neck ache, and I've only been here 2hrs! That being said, I am happy with the standard of results so far; crazy old me being the typical perfectionist decided he just had to try and speed paint the unit to full detail standard like the rest of the army rather than settling for tabletop quality until the tourney is over. Clearly I'm way in over my head, but who knows, it might actually work out.

Outside of the army, I assembled the Flagellants and half the Knights for my Empire army as well as a converted Mortar and my Life Wizard (what's that about distractions?). I also just applied the final layer of water effects to the Charnel Pit (8th one I think). I'd rather like more layers but unfortunately the moonscape piece it is built into isn't deep enough. At least 98% or so of the bodies are submerged. Pictures along with snaps of everything else once I fix the camera.