So I took the Dwarves to this year’s Crossroads Challenge, a 70 person
GT in Elmira NY. Our group, the Shambling Horde, have attended the Crossroads since its inception, and we had 11 participants this year (and a few who came just to drink the weekend away). I’ve done reasonably well at this tourney, improving my standings by a few points every year.
I took the Dwarves to DakkaCon this year, and made some changes to the list based on its performance. The list was comprised of the following:
Rune Smith with Balance, Spell Breaking (general)
BSB, rerollable 1+ armor, immune killing blow and poison, 2+ ward vs. fire, flaming weapon
Thane, Rune of Challenge, Stone, shield
30 Warriors with shields, full command (fc)
20 Quarrelers with
GW, standard, muzo
30 Rangers with
GW, fc
30 Hammerers, fc
2x6 Miners with muzo
Cannon, engineer, flaming
Grudge Thrower, engineer, Accuracy, Penetrating
2xOrgan Gun
Gyrocopter
So the list gives me some flexibility with the rangers being placed last, and the miners can be deployed as redirectors, or they can do their underground advance against war machine heavy armies. The additional engineers should keep the war machines alive longer, and the extra Organ Gun allows me to control space. The Rune of Challenge should allow me to dictate some of the matchups as well. The Thane is pretty weak, and in my practice games I’ve found that he falls down pretty easily, which is why I made my Rune Smith the general. I usually play the dwarves pretty aggressively, and the big combat blocks allow me to pin units with stubborn or steadfast and get flank charges.
That being said, if you’re looking for tactical genius, you’ll have to look elsewhere. But if you want to learn from my mistakes, please read on…
GAME 1 – Kevin Coleman – Goblins
The pairings for the first two rounds of the tourney were determined based on how relatively hard your army was, (so the demons could all play each other in the first few rounds). I was paired against Kevin Coleman, a tourney veteran and all around nice guy. He was fielding an all goblin force led by Grom the Paunch on a giant chariot. The army was fantastically painted, and had a great “old school” feel, all the way down to the goblin green bases and hand painted shields. This was a straight battle line scenario with additional points being given for reducing units below 25%.
His setup, from left to right, was: 2 Chariots, 2 Doom Divers, Chariot, 10 Trolls!, 50 goblins with gobbo
lvl 2, 40 Night Goblins with nets, two fanatics and a Night Gobbo
Lvl 4, 50 Goblin archers, Grom on his Massive chariot, a Squig Herd, a chariot, and a Hero on a giant cave squig. I setup my Quarrelers with the Runesmith on the left flank, cannon, organ gun, hammerers with my
BSB (and his flaming weapon), the other organ gun in the building with the rangers in horde formation in front, and my warrior block with the thane and my Grudge thrower. I planned on blowing Grom off his chariot, and spending the rest of my artillery putting a hole in the trolls before engaging. My rangers would advance to put pressure n his middle, blocking up his line.
I went first and tentatively advanced with my rangers to block up his middle. My cannon blew Grom’s chariot out from under him, but the rest of my shooting was uneventful. His turn 1, he runs Grom into the left gobbo block, and advances his trolls around the left side of the pillar. His Squig Hero rolled up 17” and advanced to the right of my warrior block. His magic was uneventful, but his Doom Divers put two wounds on my gyrocopter.
My turn 2, I charge the lone chariot on the left with my gyro. The rangers and warriors continue to move up and the hammerers face left toward the trolls. One of my miner units came on behind the Doom Divers.
During the shooting phase, I hit the trolls with my flaming cannon, and then send everything else into them, reducing them from 10 to 5 models. My organ gun in the building misfires and blows up in the process. My gyro breaks the chariot and runs it down, panicking one of the Doom Divers.
His turn 2, his army must have thought that Grom was dead because he failed animosity on every one of his goblin units, keeping them all squabbling. On the right, he charged my warrior block with the Squig hero and a chariot, and on the left he advanced the trolls. He also charged the quarrelers with his two chariots.
In the ensuing combats, I break both the chariot and the hero, and chase the chariot. On the left, he does some impact wounds, but my quarrelers smash up the chariots with their great weapons.
My turn 3, the hammerers and crossbows charge the trolls on the left, the rangers charge Grom’s goblin unit, and the warrior block charges into the Goblin archers, releasing the fanatics from the night goblins positioned in the rear. The miners also charge one of the Doom Divers, smashing it to bits and following up into the other one.
On the left, my
BSB does a single flaming wound to the trolls, sealing their fate. (Kevin was very theatrical when he rolled his armor save). They break and get run down. In the middle, I put two wounds on Grom, but both goblin units stay.
His turn 3, he counter charges the rangers with the night goblins, and plows the squigs into the side of the warriors, with the thane. Once again, he tries for a vortex in the magic phase, but I scroll it down.
In the ensuing combats, I kill Grom, but he breaks the rangers and runs them down. On the right, my warriors do enough wounds to the goblin archers to stay steadfast, and they hold.
My turn 4, the hammerers and miners charge the goblins on the left, and the gyro charges the chariot roaming in the rear. The goblins on the left break, as they should. On the right, the squigs and gobbos fluff their attacks and I win combat, breaking them both and running down the squigs.
His Turn 4, he runs his shaman into the building, and the game ends with the hammerers charging the middle goblin block (who stay steadfast), and the warriors assaulting the goblins in the building (who stay as well).
In the end, I gave 640 points for the rangers, the gyro (which died to the Squig Hero), and a few war machines. I got 1855 points, making it a 7-1 on the graduated scale. With bonuses, I ended scoring a 9 to 4 Win. Kevin was a really great opponent, who rolled with his bad luck (who fails every animosity test in a single round?). I ended up giving him my best opponent vote, and I’m glad I got him as my first round opponent, setting the stage for a great weekend.
GAME 2 – Greg Person – Dwarves
Greg is the co-host of the Painting Tabled podcast (with his wife Jen), and is a regular on the northeast tourney scene. He also happens to be another really nice guy. He was running a very “7th Edition” dwarf list, with a lord on shieldbearers, and a bunch of 15-20 man units of dwarves. He had a
BSB, a pair of Runesmiths, a cannon, a super runed-up Grudge Thrower with a Master Engineer, and an organ gun. It was also one of the nicest dwarf armies I’ve ever scene on the table, with expert shading, highlighting, and a very clean look (it scored a perfect 30 out of 30 in painting).
Greg castled up in the corner, nestled to the left of some impassible terrain. From left to right: Grudge Thrower with Master Engineer, Quarreler Rangers in the woods, warriors with shields (his Lord went in there), a cannon, 20 Hammerers with a rune smith and rune of Grungi (5+ ward vs. shooting within 6”), a
BSB running around by himself! (with a 2+ ward vs. shooting), 16 Thunderers with Runesmith, 20 slayers, an organ gun, and on the far right he had his gyro (a dwarf with a jet pack). He also had a unit of miners set to infiltrate. I set the rangers up close on the left to put some pressure on while the rest of my army would rush forward to clog him up, and the miners would come on from behind and just generally make an annoyance of themselves.
I went first and surged forward, including the organ guns. I moved the rangers into the face of his quarrelers to press the issue. Shooting was mostly ineffectual, with shots scattering off target. His turn 1, he stood still, and shot up my organ gun on the left, doing a single wound. He also leap-frogged his gyro forward to another piece of tall terrain, hiding from my artillery.
My turn 2, I charge his quarrelers with my rangers, and moved the gyro up on the flank, facing in toward his main line. One unit of miners comes up in his backfield and the other comes in on his flank, ready to handle his grudge thrower. My shooting kills some thunderers, and I break the quarrelers in combat, running them off the table and plowing into his warrior block with his lord.
His turn 2, he flank charges my gyro with his master engineer. He’s about 9” away, and needs a 6 to make it. I decide to flee, with the intention of rallying next turn and just flying wherever I want again. I roll three dice, and flee 4 whole inches. He rolls an 11, and runs down my gyro with his engineer….sigh. His miners also come on this turn to deal with my grudge thrower. He turned his hammerer block toward my rangers. In his shooting phase he kills the organ gun, leaving my
GT relatively defenseless.
My turn 3, the left miners charge into the
GT and smash it up. I rush everyone else forward again, closing in to hopefully do some combat next turn. The warriors keep grinding away on the warriors, but with the unkillable lord in there, I keep getting the worst of it.
On his turn, he flank charges the rangers with his hammerers. I use the Rune of Challenge to force his thunderers to charge my hammerers (they fail the charge, but it saved me from getting shot up again). His miners failed to reach my
GT, saving it for another turn. In the ensuing combat, my rangers break, but escape his pursuit.
On my turn 4, I rally the rangers, and declare a bunch of charges, and he flees all of them. His hammerers and thunderers are on the run, as is his
BSB, which fled from the right unit of miners. The miners overran into his cannon and killed it. It’s at this point that I realize that my right Quarreler unit is badly out of position, facing an organ gun that just isn’t there any more.
On his 4, he rallies everyone, except the
BSB, who keep on fleeing past the impassible terrain and into
LOS of my quarrelers. (I knew I put them there for a reason). He finally gets the charge off on my
GT with his miners, and he eventually kills it. He sends his warriors and lord into my rangers again, and brings up his slayers to block off my warriors.
My 5, I charge the warriors into his slayers, charge his
BSB with my quarrelers (chasing it off the table), and send my hammerers into the side of his warriors. I blast his gyro, which had come out of hiding. In the ensuing combat, my hammerers fluff their rolls, and he kills enough troops to win by one. The rangers break, but the hammerers stay.
On his 5, sends the thunderers into the flank of my warriors. In the ensuing combat, he rolls insane with his warriors, and kills 7 hammerers with his S3 attacks. I don’t do nearly as well, and am stuck in a losing combat with his super tough lord.
My Turn 6 sees lots of grinding on both combats, with more hammerers falling.
His 6 he charges in with his hammerer block, sealing my unit’s fate. I reduced his slayers down to the champion, but couldn’t remove the last wound over two rounds of combat.
In the end, I gave up 1039, he Gave 1009, making for an extremely tight draw. With the bonus points I scored a 5-4 draw. Greg was an extremely tactical player, using those flee reactions in turn 3 to really drop my killing potential and reserve his points. We discussed the game afterwards and we both thought I had a decided advantage going into round 4, but having a block of 20 quarrelers out of position for the second half of the game really messed up my ability to grab some points. All in all, though, an excellent game against a great opponent.
GAME 3 – Roy Biederman – Empire
And so we go into game 3. I’m doing relatively well, but I usually do poorly at the Saturday afternoon games, mostly due to lack of sleep and a good whiskey buzz. This game would be no exception. Once again, if you’re looking for solid tactics, please look elsewhere.
In this scenario, you need to grab objectives placed throughout the board and get them off a table edge to grab extra
VPs. Obviously, this is going to be pretty tough for my stumpy dwarf legs. I played this scenario last year, and got thrashed pretty badly then too. Oddly enough, I played Roy Biederman last year as well (just not on this scenario). Last year, I had a good outing against him, with some hot war machines and some smart play. This year would be different. He had an Empire army, with lots of war machines, lots of mobility with outriders and a Captasus, and the obligatory Steam Tank and War Altar.
His setup, from left to right was: Captasus, Stank, Walter, 20 Handgunners behind a fence, a cannon, a Master Engineer, a mortar, a block of Halberdiers with a halberdier detachment, Swordsmen with a swordsman detachment, a block of Knights, Outriders and another cannon. My setup was the gyro, a unit of Quarrelers behind a massive building, a block of Hammerers, and Organ Gun, a Cannon in a tower, a Warrior block, another Organ Gun and a unit of rangers way out on the right, unsupported, to grab the right objective.
So, I made a few mistakes here, by setting up the Rangers unsupported. I wanted to advance my Quarrelers into the building, then hop them out to grab the left objective, but I forgot that his artillery could shell me more affectively while in the tower. I also put my canon in a tower to get better
LOS, but the same problem applied.
He went first, and moved up on the wings. His shooting kills my cannon and my grudge thrower. My turn 1 I move up, and the rangers, faced with half an empire army, move back toward my board edge. I misfire with both my organ guns…no shooting phase for me.
His turn 2, he burns 5 steam points and declares a charge into my warrior block. I was thinking of fleeing, but he essentially would redirect into my hammerers. I instead opted to hold and take the charge, keeping the Stank locked up. In hindsight, I should have fled, but with no cannon, I didn’t really have an answer in my mind. The charge goes off, hitting my warriors in the flank. This put the Stank in the way of my hammerers, blocking their advance (which I should have thought of as well). On the right, he combo charges my rangers with everybody, and I’m forced to flee. I didn’t read the scenario rules very well, and though that if I fled, I’d drop the objective. (The actual rule was if you BROKE, you dropped it). So, another mistake. His outriders grab the right objective. He bombs the building with my Quarrelers, killing half in a single round. The Warriors lose, and reform to face the Stank.
My Turn 2, instead of moving the hammerers to the left to get past the Stank, I charge it in the rear. I was thinking “Yeah, I need 6s to wound, but he only saves on 4+ because of the S6.” SIGH. If I wanted the hammerers in combat, I should have just fled with the warriors to start. So now, I have half my army tied up fighting his Stank. Tactical Genius. One unit of Miners comes on in his backfield. Once again, I misfire with both Organ Guns.
His 3, his Walter flank charges my Hammerers. His Outrider head for my board edge, to grab 500
VPs. During the ensuing combat, he challenges my
BSB with his Pope, and I foolishly accept (I thought I’d lose the
BSB reroll if I declined, but I was wrong).
My Turn 3, I’m desperate for points, so I send the Rangers into his Swordsmen block and move the Quarrelers out of the building, facing the War Altar (do you see where this is going?) The miners charge his cannon, killing it and plowing into his Engineer. I turn my Organ Gun on his Outriders, misfire, and it goes up in a fiery blast.
The rangers hit a little and wound less, forcing them to break and they get run down. The grind in the middle continues, with me doing about 4 wounds a turn on the Stank and him making three 4+ saves. The Pope cracks out his Van Horstman’s Speculum, trading stats with my
BSB. They slap-fight for the rest of the game.
His 4, he sweeps his army around from the right to my left. My miners kill his engineer, and the other miner unit finally comes on the right board edge to ambush his other cannon. My 4, I send the Quarrelers into the side of the Walter. Why, you ask, would I do that, knowing that they couldn’t attack it since it was in a challenge? I couldn’t tell you.
His 5, he rear charges the warriors with his Halberdier blocks, the Walter gets off Birona’s Time warp, and that’s about all she wrote. The game ends with the Hammerers barely alive, and that’s about it. I got points for his war machines, he got everything else, ending in a 0-12 loss.
So many mistakes. Even given the scenario, I could have played it much better and smarter to grab a few points, beginning right at deployment. It turns out that I really wished I had those 1-2 points later on. Roy, as always, was a good game, marveling with me at my amazing bad luck (6 Organ Gun misfires)? In the end, though, this game had nothing to do with luck and everything to do with poor play on my part. Roy played a solid game, dictating matchups and executing his plan perfectly.
So at the end of Day 1, I’m at 1-1-1 with 14 out of a possible 36 Battle Points. Not exactly a rousing performance, but I still had 3 games of warhammer against some great opponents. That left me free to drink too much and stay up way too late.
GAME 4 – Rob Kopp – Dark Elves
Sunday morning came with me barely making my game on time. Lucky for me, Rob was suffering from the same symptoms that I was, and at least we’d be playing on an even mental playing field . The scenario had three objectives across the middle of the field. The side who had the highest unit strength within 6” took control of the objective and grabbed 300 extra
VPs. On paper, Rob had all of the tools he needed to smash me, including a
Lvl 4 on Shadow, plenty of shades and repeating crossbows, and lots of mobility. He also had a
BSB mounted on a Dark Peg with a 1+ armor save against shooting, a 2+ ward vs. fire, and an amulet that halved the strength of any shooting sent against him. My war machines were going to be under lots of pressure, so I’d have to be smart with my target priorities.
His setup, from left to right, was shades, hydra, shades, harpies, a chariot, a block of witch elves, 20 XBowmen, a block of Corsairs (with a Dreadlord with 2+ armor and Regen and a
Lvl 4 with a 4+ ward and Life Taker), his Peg
BSB, more crossbowmen with a
Lvl 2 Dark Mage, another chariot, some harpies and 6 dark riders (with no repeating crossbows, due to the comp restrictions). I setup my warriors, the gyro and a unit of miners behind a big hill to shield them from shooting in case I lost first turn. Next to them was the hammerers, who would try to capture the middle objective, my organ gun, a cannon, the Quarrelers behind a big marsh, the second organ gun, and the rangers squatting on the objective on the far right. Yes, they were setup unsupported again, but since I wasn’t facing any blocks, I figured I’d be good to go.
He went first and advanced his army up. I advance my units to grab the objectives, cresting the hill on the left.
My first turn, I misfire with both organ guns (again) blowing one up, but my flaming cannon and the grudge thrower combine to kill off the hydra.
On his Turn 2, his
BSB charges my remaining Organ Gun (and kills it). On the left, his chariot charges my miners, who flee and escape, and his harpies charge my gyro, which I take. He rolls great with the harpies and kills the gyro. On my Turn 2, I misfire with the
GT, and keep advancing my hammerers and warriors to actually sit on the objectives.
On his Turn 3, the Witch Elves do a long charge on the flank of my warriors, the chariot on the right charges the Crossbowmen and the left chariot charges the miners. I also used the Rune of Challenge on his left crossbowman block, forcing them to flee the hammerers.
He attempted to cast mindrazor on the witch elves, but doesn’t double 6, so I scroll it down. The miners all die, the Crossbowmen stick, and the Warriors make their stubborn check and turn to face the witch elves.
On my 3, I charge the corsair block with my hammerers, and bring my miners on the right flank, freeing the rangers to wander to the middle objective if they need to. My cannon shoots the dark riders in the flank, killing some and panicking off the rest. The Witch Elves break, but I don’t pursue. The Quarrelers finish off the chariot on the right.
On his Turn 4, he charges my
GT with the
BSB (which he kills), and he rallies his crossbowmen and his witch elves, who have fled behind his corsairs. My hammerers continue to attack the unit, avoiding his unkillable Dreadlord and Lvl4 to reduce their unit strength.
On my 4, I declare a charge on his right Crossbow block with my rangers, which he flees. The warriors continue to squat on the left objective, and I move the miners on the right up to reclaim the objective there. The grind in the middle continues.
On his 5, his shades circle my warriors, shooting them to reduce their numbers. He rallies the crossbowmen on the right, and moves up the crossbowmen on the left to try to contest the left objective. His
BSB charges into my Crossbowmen, killing them and the Runesmith. The winds of magic blow weak and the grind in the middle continues.
On my 5, I move my warriors to the right to defend against a possible charge by his crossbow block. I kill off more corsairs in the middle, and it’s getting pretty thin. Of course, his Dreadlord is killing a handful of hammerers a turn.
Turn 6 was a tricky turn, with us jockeying to grab the objectives. He moves his Crossbowmen on the left up to contest, and take hold of the objective. On the right, I have 6 miners by themselves standing near the objective. He flies his 3 wound
BSB over there, then during his magic phase, he rolls up 12 power dice, then casts a spell and uses Smoke and Mirrors to switch places with his
Lvl 2. Then he casts Steed of Shadows to fly his 3 wound
Lvl 4 to the right objective. He then pulls a drive-by on the miners, killing one of the miners with Life Taker, and putting him up 6 wounds to five. In the middle, I wipe out his corsairs and kill the
Lvl 2, but I’m left with only a few hammerers.
On my Turn 6, I only had a few options left to try to grab the objectives back. On the left, I charge my warriors into the shades standing in front of them, and on the right, I charge the remaining five miners into the
BSB. I then shift the ranger block over to grab the middle objective.
On the left, I wipe out the shades, forcing a panic check on his shades and the crossbowmen. Both units fail, and flee, leaving me in control of the objective. On the right, he fluffs his attacks, killing only one miner, and I do a wound back to him. I charged, he’s a
BSB. I have a muzo, so I win the combat. He goes on to fail his break check, with the reroll, and dies, (what are the chances?) leaving me in control of the last objective. This was a 900 point swing in the final round.
In the end, I gave 1,721 points, but got 2,445 (due to the 900 points for the objectives). This gave me a 9-3 win. Rob is a long time regular on the tourney scene, and he was a very tactical opponent. I thought I played a pretty tight game, making only a few mistakes, and his army was better than mine. Only his absolutely awful luck in the last turn allowed me to get a win. Rob was gracious in the face of his bad luck, and was another in a string of great opponents.
GAME 5 – Jeff Reid – Lizardmen
I have to confess that I wasn’t looking forward to this game. One of my club mates had played Jeff in a previous round, and had a contentious game with him. And to top it off, it was Lizardmen. I’ve had very limited experience playing the LM, mostly because we don’t have a steady LM player in our group. And the times I have played, their magic superiority is just awful to try to get past.
This last scenario was a straight battle line, with some modifiers for killing the enemy’s most expensive unit, core units, etc. From left to right, Jeff’s setup was as follows: 24 Saurus with a Scar Vet (2+ armor, 5+ ward, and a magic weapon), 10 skinks in the tower with a Lvl2 skink shaman, 24 Temple Guard with the Slaan (extra dice, cupped hands, etc.) on Life and an Old Blood with a magic weapon and a 4+ ward, 24 more Saurus with another Scar Vet (with 2+ armor, 5+ ward and a magic weapon), 3 slamanders, 4 Pterodons with a Skink Hero.
I set my rangers up in the building on the left, to try to pin that flank while I smashed up his middle. I put my
GT and Cannon in the corner, with the Gyro and unit of 6 miners to screen and redirect if necessary. I then placed my organ gun, the hammerers, the warriors with the miners in front, my Quarrelers on the hill, and my other organ gun to anchor my right. He vanguarded up his Pterodons, and we rolled for first turn.
He went first, flying his Pterodons over my Quarrelers and dropping rock son them a bunch of Ewoks. He used the Pterodons to shoot the organ gun, but it survived. He advanced everything else up. My turn 1, I reform the crossbowmen to face the Pterodons in the rear (with the reduced numbers, I was worried about a rear charge and losing steadfast). I advance everything else forward. My organ gun misfires against the Pterodons, but the rest of my artillery goes to work on his Temple Guard.
His Turn 2, he assaults the building with his left saurus block and charges the miners with his right saurus block. The miners flee, and escape behind my lines. In my rear, he makes a mistake and instead of charging my organ gun with his pterodons, he flies over it and shoots it, killing two of the crew. He rolls high in the magic phase, and I let him get off Throne of Vines, and the Regen, but stop his Flesh to Stone. His Sallies bathe the warriors in fire, killing loads, but they stay. On the left, he does more wounds, but I stay stubborn in the building.
My turn 2, I advance some more in the middle, aligning my two blocks next to each other. I fly my gyro up the left and behind his lines, facing the salamanders. The Organ gun on the right rolls 10 hits, killing 3 Pterodons. On the left, I shoot a flaming cannon into his
TG (who have regen), then unload with everything else. The
GT scores a direct hit, and the 2nd Organ Gun rolls up another 10 hits (making up for the 7 million misfires from the previous games) and leaving the
TG down to 6.
On his Turn 3, I use the Master Rune of Challenge, forcing the salamanders to charge my hammerers or flee. He then declares a combo charge with his right saurus block. I then pointed out to him that the warriors (with the
BSB) would be drawn into the combat too because of the wide frontage on the Salamanders. He disagreed, but we got the
TO over and it was ruled in my favor. He then opted to flee with the Salamanders, but still charged with his Saurus block. His left saurus block continued to assault the building. In his magic phase, he regrows 7
TG, and puts up the shield of thorns on the left saurus. During the ensuing combats, I kill the scar vet out of the left Saurus block, and my rangers stay steadfast. On the right, my hammerers stay with stubborn.
On my 3, I flank charge his saurus with my warriors. The gyro charges the salamanders, hoping to run them down. Due to some tricky maneuvering, he gets away. My artillery pours into the
TG, dropping them below 5. I even hit the Slaan with my cannon, but roll a 1 to wound. On the right, I kill the remaining Pterodons with the Organ Gun. I break the middle saurus block, and run it down, facing the
TG.
On his 4, he charges his
TG into my hammerers. He failed to rally the Salamanders, and they fled to the very edge of the board, but their days are numbered. He really needed a big magic phase here, but he rolled snake eyes. His Old Blood and the
TG go to work, killing some hammerers, but I stay stubborn.
On my 4, I flank charge his
TG with my warriors, and the gyro chases off the salamanders. I shell the skinks in the building, killing most of them (I learned my lesson from Game 3). In the ensuing combat, I kill off all the
TG, removing stubborn from the unit. He breaks, losing both the Slaan and Old Blood. At this point, looking at the field, he concedes.
Despite some rules difficulties, Jeff was a nice enough guy, and was pretty genial for most of the game. According to the rules of the tourney, Jeff’s concession would net me full points for the round, leaving me with a 12-0 win. Seeing as how he had one unit of saurus left, and two skinks in a building, I figured 11 of those points would have been mine anyway, but it was nice not having to play it out.
TOURNEY RECAP
So I ended up grabbing a whopping 21 battle points on day 2, for a total of 35 points and a 3-1-1 record. Combine that with a perfect sports score of 30 and a painting score of 24, and I grabbed 89 total points. This was enough to give me 19th place out of 74. The scoring spread near the top was so tight, that if I had scored two more battle points, I would have finished 8th. (It makes my awful play in Game 3 even worse).
All in all, I’m very happy with how I played. I never felt really out classed, magic-wise, which was good. I don’t like the idea of paying as much on magic defense as other armies pay for wizards. The artillery was iffy for some games, but the Quarrelers were relatively good at holding the line and holding their points.
My painting score was very good. I’m not the best painter in the world, but the army is consistent, clean, and has plenty of little free-hand touches and details like eyes, etc. I may be able to grab a few more points with some new basing on the minis and a better display board too.
I plan on using Dwarves for the remainder of this tourney season, with different variations on the list according to the comp. The next big tourney is DaBoyz
GT, a 6 game, 2000 point event being held out in Rochester, NY. Hopefully I’ll have a tourney report up for you guys sometime in early November. In the meantime, feel free to offer any comments or suggestions.
Thanks for reading,
Orzabal