It’s been under four weeks since DaBoyz
GT, and I’ve been super busy getting ready for the Border Raids
GT. For those of you who don’t know, Border Raids is run in Philadelphia by Mike Clark at his shop, Showcase Comics and Games. Clark puts on a great event, with plenty of good food, and tables with high quality themed terrain. The tourney was heavily comped, with some highlights being: no demon armies, no lore of shadows, no dwellers, purple sun, gateway, dreaded thirteenth, etc. and a bucket of items being banned. In addition, Bretts, Beastmen and Wood Elves received 250 bonus points for their army.
I liked my dwarves in a comped environment, so I revamped my DaBoyz list, adding a few more units to flesh out the 2500 points. The army was as follows:
Thane, Rune of Stone, Challenge, +1 Initiative, Flaming, and a shield
BSB, 1+ rerollable armor, Immune to
KB and poison, flaming weapon and 2+ ward vs fire
Runesmith, shield, Dispel and Balance
27 Quarrelers with great weapons, fc
15 Quarrelers with
GW, fc
29 Warriors with shields, fc
29 Hammerers, fc
14 Hammerers, fc
2 x 6 miners with muzo
Cannon with engineer, flaming
Grudge Thrower with engineer, Accuracy, Penetration
Organ Gun
Gyrocopter
In addition, after my poor painting scores from DaBoyz, I rebased the entire army in the three weeks in between. I filed off all of the flock and paint and hand painted cobblestones on all of the models. I received a few compliments at the event for my “rage basing” . So, two clubmates and I trekked down to Philly for the event, ready for a great time.
GAME 1 – “SCOOTER” –
VC
So my first game was against a strong
VC player who goes by the name of Scooter (I couldn’t tell you what his real name is, because EVERYONE called him Scooter). The table was a magically themed table, with a Wizard’s Tower on the left flank and a group of Arcane Ruins to the right. The other building in the middle of the field was impassable. The scenario involved an Ogre paymaster, who ate our troops throughout the battle. You got extra points for capturing the enemy’s ogre. Scooter’s setup, from left to right, was: Terrorgheist; 31 ghouls with a Vamp Lord with the helm, crown, loremaster heavens, Master of the Black Arts and some stuff and two other level 2 vamps on the
VC lore; 26 Grave Guard with another Vamp and the hatred banner, 50 ghouls, and 7 wraiths with a banshee.
Anyone who has read my bat reps in the past knows that I have a tough time playing against vamps. I am usually not aggressive enough against them, and the magical defense I choose to take usually isn’t quite up to snuff for this matchup. Despite that, I figured I’d attempt to use the terrain to my advantage, setting up on a wide front in the open side. My setup, left to right was: Cannon (aiming at the Gheist), Small XBows with Runesmith, Organ Gun, 30 Hammerers with
BSB, 6 miners, Gyro, miners, little hammerers downslope from the big XBows, the warrior block with the thane (he had a magical weapon and lots of combat res at his back), and the grudge thrower.
My plan was to use the miners, gyro and the big hammerer block to stuff up the hole in between the wizard’s tower and the building, while grabbing his rare points and his big ghoul block on the right. Once the Gheist was taken care of, the gyro and the small XBows would try to engage the Vamp lord’s bunker and stop him from using the Weapon skill hat, and maybe kill some of the little vamps. I really figured he’d by aggressive with the bunker…I was wrong.
Scooter went first, shuffling everyone forward and moving the wraiths out wide to the right. His Gheist flew straight forward in front of the cannon, screamed at the XBows with the runesmith and killed 8 of them! I passed my panic, but I was still intimidated. In his magic phase he used heavens magic to blow the Gyro out of the sky. On my turn, the cannon sent a cannonball through the gheist’s skull and killed it. I moved the hammerers and the miners up to plug the gap, but with the heavy casualties on the little XBows, I decided hanging back was smarter than looking for trouble. I also moved the warriors to the right to go ghost hunting.
On his 2, Scooter moved the ghoul bunker right behind the wizard’s tower to shield it from any charges or shooting I might want to send its way. The wraiths continued to move out wide. In his magic phase, he gets off a curse of years on the hammerers, killing 10…on 6s…meh. On my turn 2, I move my warriors out to the right to chase the wraiths, and move the hammerers snug into the gap. I then shoot the grave guard, killing a bunch with the Organ Gun. The grudge thrower keeps lobbing magical rocks at the wraiths, but keeps deviating off target.
On Scooter’s 3rd turn, he moves all of his vamps to the middle of the ghoul bunker. He pushes the grave guard right in front of my hammerers. The main ghoul unit on the right comes out of the trees and the wraiths keep going on wide, drawing the warriors away from the ghouls.
On my 3rd turn, it finally occurs to me that Scooter isn’t going to get any vampires in harm’s way. Things aren’t going awfully, but I realize that I’ll need to break through the grave guard to get to the ghoul bunker, so I send in the hammerers. On the right, I charge the warriors into the wraiths, but fail the charge (I needed a 9, so it was doable, but still tough).
In the ensuing combats, he kills loads of hammerers, and I bring them down to about 4. One more round of this will free me up.
On his 4, Scooter continues to string my warriors out with the wraiths, and charges the main ghouls into my miners, who flee. He fails his test to redirect and rushes forward, exposing his flank to my small hammerers. In his magic phase, he casts Nehek five times, and I dispel it once. This is a case where only adding 2 to dispel is killing me. He raises a bucket of grave guard, kills off the hammerers, breaks the
BSB, and overruns into the Organ Gun. It’s not looking good for the home team.
On my 4, I fail another charge on the wraiths (he’s getting near the board edge, and this time I need an 8). I move the little xbows around the wizard’s tower, away from the grave guard. I send the little hammerers into the flank of the ghouls, killing a bunch, but he reforms to face me. The grave guard smash up the organ gun, and they’re free to run amok in my backfield.
On his 5, he charges the cannon with the grave guard and smashes it up. He also raises a bunch of ghouls on his main block. He moves the wraiths behind my grudge thrower to shield them from the warriors. On my 5, I send the XBows into the flank of the main ghouls. The warriors fail another charge on the wraiths (this time needing a 7…). In the ensuing combat, I lose the little hammerer block.
On his 6, he sends the wraiths into the
GT, kills it, and overruns out of charge arc of the warriors…sigh. In the end, I can’t reach his bunker, and only get half points for the main ghoul block and the grave guard and full points for the TGheist. I gave up all the hammerers, ½ the little XBows the
BSB and all the war machines for a 7-16 loss.
Scooter played it really well by delaying some units and not letting me fight him on multiple fronts. He also knew that the gyro would cause him all sorts of problems, which is why he spent a bunch of magic dice killing it first turn. It was smart of him to bait my warriors away and also hide the main unit safely behind the tower. Because I lost by so many points, even if I’d charged the wraiths successfully, the battle points would have been the same. My magic defense just wasn’t up to snuff this game.
So, a small loss in Round 1 dropped me to the lower tables to face:
ROUND 2 – MATT CASSIDY – ORCS n’ GOBLINS
I’ve played Matt a few times at previous
GTs, and he’s an excellent player (with the tourney results to prove it). For this event, he was taking an Orc and Goblin list chock full of stuff. Half the table for this game was dominated by a small outpost with 4 towers (treated as impassible) with a walled courtyard. The table also had a special rule where each player could have the wardens in the tower shoot
d6 S3 shots at enemy units once per turn. Looking at the terrain, I knew I had the option of bunkering behind the walls, but looking over Matt’s list (and taking my hatred of greenskins into account), I liked my chances to smash him up and grab a big win. To avoid a standoff with him, I deployed some of my bigger units out in the open, trying to goad him into a big fight on a small table. The war machines would be bunkered behind the walls.
Of course, I forgot that he had 42 million drops, so he easily outdeployed me. His set up, from left to right, was: Mangler Squig with Rock Lobba behind; 24 night goblin bowmen with 2 fanatics and a
lvl 2 gobbo shaman; The giant in the back is a Doom Diver (throwing goblins on gliders), with 2 spear chukkas and a unit of spider riders, a pump wagon, a unit of wolf riders, more goblins with 2 fanatics, a Goblin Lord on a Giant Spider, and a Goblin Lord on a Flying Carpet (another hang glider) and a partridge in a pear tree. Lastly, he placed his brick of 30 Savage Orc Big’
ns with
BSB and
Lvl 4 orc shaman and 10 Savage Orc Boar Boys on the right, opposite my war machines and away from my hard hitting units.
My setup was: the little Hammerers followed by the big hammerers with the Challenge thane, the little XBows with the
BSB, an organ gun and the big XBows, a cannon, the warriors with the Runesmith, and the Grudge Thrower. As I said, I’d been outdeployed and after setup I figured I was way out of position, but could still make a play for a small win.
Matt got first turn, moved some of his goblin units forward on the left and surged ahead with the savages on the right. In the magic phase, he got an IF Hand of Gork on the Savages, rolled up 26”, and plunked them down right next to the flank of my warrior block! However, for the miscast he rolled up Dimensional Cascade. The blast kills off 9 warriors, and the savages ward off half of their wounds, losing only 4 or so and his Orc shaman got sucked into the warp to personally shake Gork’s hand. On my 1st turn, I throw my plan out the window and start improvising. I moved the little hammerers up on the left to draw out fanatics, I turn the warriors to face the savages, and I rush my XBow block forward to avoid the overrun. The gyro flies over and steams a few savages, the Organ Gun kills a handful, and the cannon snipes off a few more. It’s still looking grim.
On his Turn 2, Matt sends in the savages, but fails the rest of his charges. I’m also stunned when he goes to roll for his mangler squig…the one that I was supposed to be shooting with my war machines before I panicked and aimed everything at the savages. He rolls up a whopping 16”, and plows through three of my units! He shoots up the little XBows down to 4 models, and the
BSB is feeling nervous. He charges the spider lord into the flank of my warriors, and moves the hang glider goblin lord into the courtyard to setup annoying charges later. The warriors stay stubborn, but they can’t take another pounding like that again. After the combat, I remind Matt to reform his savages into a deeper formation to remove my steadfast next turn. Ain’t I a nice guy?
On my Turn 2, I move up the little hammerers to draw out the fanatics. I also fly the gyro to the other side of the courtyard, to try and pull out the fanatics from the big goblin unit, but don’t have the speed to make it. I try to shoot the mangler, but I misfire with all three war machines (that seems to happen to me a lot…the massive war machine fail). The warriors break, but escape getting run down (see, being nice does pay…I guess).
On Matt’s turn, he runs down the fleeing warriors with the hang glider lord (well, there goes that karma thing). His spider lord charges the gyro, which flees, releasing the remaining fanatics. His savages charge the cannon and kill it. His mangler rolls up a mercifully small number, and only kills the organ gun. His boar boys go into the
GT, and delete it. With all my war machines gone in one swoop, it’s getting really ugly.
On my 3, I turn my big hammerers toward the savages, and the
BSB bails from the little XBows, staying with 3” of the hammerers to grab the 4+ look out sir. I charge the main crossbows into the goblins on the right and break them, and I reform them to face the savages. My miners finally come on in the backfield.
On his 4, the goblins don’t rally and flee off the table. He sends the pump wagon into the miners on the right. The mangler rolls three 5s and dies. He keeps bringing his savage blocks around. In his shooting phase, he kills off the last of the little XBows, but he misifires with his Rock Lobba and it explodes.
On my 4, the hammerers charge into the remaining saveg orc big’
ns. The main XBow block keeps moving back to support. In the ensuing combat, I kill off the
BSB, and wipe out the unit outright.
On his 5, he charges the spider lord and the Boar Boys into the hammerers and deletes them.
In retaliation, on my 5, I charge the spider hero in the rear with the XBows, break him and overrun into the flank of the boar boys.
On his 6, he uses the flying goblin lord to charge the
BSB, instead of just shooting him with the Doom Diver. The XBows break the boar boys, running them off the table and overrun into the spider lord, and the
BSB stays. In his turn, I kill the spider lord dead.
In the end, it was a massively bloody game. I gave 2,250 points, and got 2,194 for a 12-12 tie! Matt and I spoke about the game afterwards and he was dissatisfied with how it ended. He really had this game in the bag, but I was stubborn about trying to come to grips with his main units (where his points were). Once he got the Hand of Gork off, and started rolling my flank, I was in a really tight spot. I didn’t mitigate the damage as much as I could have, but by keeping the main XBow unit safe, I could bring them back to counter his savages in the late game. I was also really lucky that he cascaded his level 4. If he hadn’t gotten unlucky, he would have killed my runesmith in turn 2 and got magic superiority the whole game.
So, a minor loss and a tie put me on a trippy Tzeentch themed table against:
GAME 3 – CHRIS O’BRIEN - BRETTS
Chris is a member of the Lost Legion out of Boston, and he posts on the TWF as Silas7 (of Ratticus fame). Speaking of, he posted his version of the batrep, and it can be found here:
[url]http://warhammer.org.
uk/phpBB/viewtopic.php?f=12&t=95225
This was the first game I’ve played where both my opponent and I were taking pics for battle reports, and it made for a weird pace. After each move, both of us would take a pic and write notes. For this game, the scenario called for rolling three dice for the winds of magic, with all the bonus points revolving around magic, miscasts and wizards (leaving my poor army feeling left out). In addition, we were playing on a Tzeentch themed board. The towers would allow nearby wizards to automatically channel, and the rock outcropping was dangerous terrain.
His setup, from left to right, was: Grail knights with
Lvl 4 (life with stubborn crown); archers; Peg Knights; a bunker of Archers/Teb/Archers, with the archers facing out to protect the treb from miners; 40 Men at Arms; Knights of the Realm with the
BSB; 40 more Men at Arms; Knights of the Realm with
Lvl 2 (Beasts); 4 more Peg Knights; Lord on Peg with Heroic Killing Blow and some other stuff.
I concentrated most of my forces between the impassable ruins and the rock outcropping, with the water in front to force as many dangerous terrain checks as I could. To be honest, I didn’t have a strong plan besides softening up his knight units with artillery and using as many delaying tricks as I could on the Peg Knights to stop him from mugging the artillery early. My setup, left to right was: Cannon (far corner); Little XBows, Gyro (across from the treb); Big XBows with
BSB; Little Hammerers; Big Hammerers with Challenge Thane; Organ Gun; Warriors with Runesmith; Grudge Thrower.
He made his vanguard move with the peg knights up the flanks, and we started the game. I moved the little hammerers to the edge of the water, and moved my warriors and big hammerers to the right to face his peg knights and right knight block. The gyro flew straight forward, out of the charge arcs of the knights, facing the treb. Shooting killed some peg knights. On his first turn, he failed a charge on the cannon with the left peg knights (lucky me). This held up his grails somewhat, who were stuck behind them. The peg knights on the right continued to slide around the flank. He also moved his right knight lance forward.
The treb kills a few XBows, and in his magic phase he raises back the peg knight on the left.
On my turn 2, I charge the peg knights on the left with my small XBow unit, but fall short. On the right, I continue to move the warrior block and the hammerer block (with the challenge thane) to face his peg knights and the lance. The gyro in the center charges into the treb, but the combat is tied. In the shooting phase I get ready to unleash black powdery death, and roll up three misfires. Massive War Machine Fail! Sigh.
On his Turn 2, I use the Rune of Challenge to force his Peg Knights into the hammerers, and he sends the right lance into the warrior block. This will preserve this flank for a while, and protect my war machines. The knights slay a bunch of warriors, but they stay stubborn. The Peg Knights
los combat by a handful, but they stay as well. His general flies way around to setup a charge on the
GT next turn. On the left, he sends the pegs into my cannon. They fluff their attacks, and the cannon stays stubborn. He also sends his grails into my little XBows, who flee and escape. My ploy of trying to delay his left flank is sortof working….sortof…
On my Turn 3, I rally the Xbows on the left. The miners come on the rear next to the archers. I shoot the Main Xbows and the Organ Gun into the middle knight block and wipe it out, leaving the
BSB by himself. The
GT lobs a rock at the Peg Lord, “Pegs” him (see what I did there? ) and kills him dead. The gyro breaks the treb. The Peg knights on the right break from the Hammerers and flee into the rocks. The Peg Knights on the left are still locked up in combat with the cannon.
On his 3, he charges the Grails at the little XBows again, who flee again. After I run, he needs to roll a 12 to catch me, gets it, and runs them down, facing toward my main XBow block. My delaying action on the left is officially over. He advances his left Man at Arms to catch my main XBows in a pincer. His
BSB flees for the hills, heading behind the pink woods on the right and away from combat. He also rallies the right Peg Knights. On the right, he charges the Men at Arms into the flank of the warrior block. In the ensuing combat, he breaks the warriors and runs them down and the Men at Arms slam into the flank of the hammerers.
On my Turn 4, I run the main XBows forward, out of charge arc of the grails. I reform the little hammerers to face the right flank. The miners in the rear start to mop up the backfield, charging his archer blocks. The war machines fail to kill anybody. In the combat on the right, the hammerers stay and turn to face the Men at Arms.
On his 4, he goes in for the kill. He charges the Xbows on the left with his Men at Arms, and swings his Grail Knights around to get a rear charge next turn. He also sends his right Peg Knight into the Organ Gun. Luckily for me, he fails the charge with his right lance into the
GT (but it’s only a matter of time). It looks like Chris has set an excellent trap, with me stuck in between. Notice, however, that the
BSB is still hiding behind terrain until he gets the “All Clear”.
In the ensuing combats the Organ Gun on the right stays stubborn. On the left, the main XBows break the Men at Arms, and turn to face the flank of the grails. On the right, the Hammerers break the Men at Arms and turn to face the flank of the right lance. With those two combats the game completely turns around in my favor. If Chris had brought his
BSB forward, he could have used the
BSB reroll, and maybe even enhanced the leadership of the Men at Arms blocks.
On my 5, I flank charge everybody, even sending in the little Hammerers against the right Peg Knight engaged with the Organ Gun.
In the shooting phase, I smash a Peg Knight on the left with a rock. They fail their panic check and fly off. On the right, I break the lance with the Beast mage in, and chase it off the table. The peg knight fighting the OG gets killed. On the left, the main XBows break the grails (even with the stubborn crown), and chase them off the table as well. The dwarves are left on the field wondering “How the heck did that happen?”
In the end, I got 2025 points and gave 850 (gyro, cannon, little XBows, and the warriors) for an 18-3 win (no bonus points for me, but even pulling a win out was a bonus!). In looking back at the game, it all really hinged on Chris sending his
BSB to the rear. The fact that I broke both Men at Arms blocks in his turn made for such a huge swing. If either one of those Men at Arms blocks stays, the game would have been a lot closer.
As for my play, I think I made a few minor mistakes, but the main strategy of delaying the left while I dealt with the right (using the Rune of Challenge to great affect) worked well. So at the end of Day 1, I had a minor loss, a tie and a big win, putting me square in the middle of the pack.
Day 2 will be coming soon. If you ahve any questions or comments, please post them up, and thanks for reading,
Orzabal