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![[Post New]](/s/i/i.gif) 2009/02/22 23:26:42
Subject: Temple Con: After Math
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Crazy Marauder Horseman
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Hey All,
I recently got back from a great annual gaming convention called Temple Con held in Rhode Island and boy was it a blast! I headed down Sunday the 8th and decided to give my Daemons of Chaos army another try. The event had 14 people total:
Daemons of Chaos (me)
Beasts of Chaos (monster focus)
Warriors of Chaos (mix of marauders, warriors, cav w/ Hellcannon)
High Elves (mix of foot and cav, 4 characters)
Wood Elves (Drycha and all Forest Spirits)
2xEmpire (one mix with everything, one all cc w/ warrior priest focus...and a Steam Tank)
2xOgre Kingdoms (one 'normal', one Skragg w/ magic focus)
2xOrc & Goblin (one black orc focus, one all night goblin)
Skaven (no shooting, all cc)
Vampire Counts (vampire heavy w/ lots of magic)
Bretonnian's ('normal')
The event was a good size and had great organization with ample space and tables. This was shaping up to be a great event! This is what I brought to the table:
Thazgal's Throng
Hero/Lord
Bloodthirster (General) w/ armor of khorne, firestorm blade, re-rolls, and scroll
Tzeentch herald lvl1 w/master of sorcery and scroll
Nurgle herald lvl2 w/BSB:unholy victory, slime trail
Core
19xplague bearers w/ full command and re-roll to wound banner
10xhorrors w/ sb: icon of sorcery
10xhorrors
Special
5xflesh hounds
5xseekers of slaanesh w/ musician, sb: siren banner
Rare
5xFlammers of Tzeentch w/ pyro caster
Game 1: Against Empire-Deployment/Mission: The board was a cottage to my left in the middle, a forest in each side with one just out of deployment edge and 2 hills on each side with one being just out of deployment zone. My opponent brought (and deployed from left to right) 5 knights, 5 pistoliers, mortar&cannon (in forest), 5 archers and 10 halberdiers attached to a 25 man swordsman unit/FC w/ bsb:sigmisund banner, 15 great swords/FC w/ warrior priest with speculum, 10 hand gunners w/ 5 handgunners attachment and lvl2 wizard: lore of light (roll eyes here) joining them (lower weapon skill and missile spells), 10 man freecompany, 25 swordsman unit/FC with general of the empire in them, 10 man freecompany unit, hellblaster. I deployed (left to right) seekers upon hill, banner horrors, flesh hounds, Plague bearers w/ BSB, other horror unit w/ tzeench herald, flamers in woods, and bloodthirster on extreme edge. For spells nurgle herald got miasma of pestilence with herald of tzeench getting the boon and flickering fire. He had his light mage get the dropping weapon skill and holy nova. The mission was normal with extra points awarded for captured table quarters.
Summary: I took first turn and ran everyone forward full speed. Seekers held back slightly to try and hit pistoliers while bloodthirster (big red) flew up the side and stopped outside of 12 of the hellblaster. Magic saw the miasma go off on and that was all. Empire turn 1 saw knights and pistoliers move up quickly and position in front of seekers while caster joins hellblaster crew and freecompany unit running in front of hellblaster. His magic fails to go off and shooting sees the mortar and cannon kill 4 plague bearers and hell blaster deal 3 wounds to big red.
DOC turn 2 was me charging across the board with seekers at cannon crew, hounds at handgunners, and big red at freecompany, all others advanced forward at full speed except for flamers. Magic was uneventful as 1 handgunner from the detachment died to flickering fire and 1 pistolier dying from another flickering fire and shooting saw the flamers kill another handgunner. Big red breaks the unit and overruns into hell blaster crew causing the free company to panic 2 other units and ending up with the generals unit fleeing off the board with the free company in tow, hounds break handgunner unit and run behind great swords, seekers fail charge (20.5" away) and land in front of knights. Empire turn 2 is scrambling around to face all threats with knights charging seekers and failing a fear check to need 6's to hit them. archers stand around war machines to block LOS from steeds while pistoliers ride next to the house on the board in single file with greatswords, swordsman, and halberdiers not far behind. His magic doesn't work and shooting sees hand gunners drop a flamer and pistolier and archer fire kill 3 horrors from the banner unit, cannon and mortar kill another 3 plague bearers. Knights and horses kill one seeker but kill one knight back, I win from having a banner and break/run down the unit off the table, big red kills hellblaster crew w/ mage.
Doc turn 3 is very active: seekers come back on and position behind the cannon crew for a charge and blood thirster positioning for a side charge w/ hounds on the greatswords flank, plague bearers and normal horror unit advance towards swordsman unit while banner horrors turn to face pistoliers, flamers charge detachment of handgunners. Magic sees another pistolier fall and 2 greatswords die. In combat the flamers pummel the handgunners into oblivion. Empire turn 3 sees more maneuvering around to face the khorne wave behind it and bsb unit with swordsman charge plague bearers, Halflings (using as archers) go into a building. Not much else happens this turn with no magic and cannon failing to reach big red and mortar not hurting anything...but Halflings who are now in a building shoot the horror unit down below wizard power and act normally. Plague Bearers win combat with minimal losses and empire unit holds with banner of Sigismund (stubborn).
DOC turn 4 sees big red and hounds hit greatswords and seekers hit cannon crew with flamers hitting freecompany in the corner. Magic sees the last of the pistoliers go away after flickering fires and no shooting. Flamers break the unit and run the free company off the board, hounds and big red break the greatswords after champion challenges big red and dies for it, overrun into side of swords man with bsb and hounds follow greatswords slowly. Empire turn 4 is all about saving face, hobbit archers run into my left corner to secure a table quarter and greatswords rally. Swordsman unit is broken and rundown and hits
Wrap Up (turn 5-6): The seekers kill the rest of the cannon and mortar crew while hounds+big red+seekers kill the greatswords...BUT not before the warrior priest challenges and slaps big red around with the speculum that he just remembered he had and kills him but the unit ultimately dies. His only unit left is the archers/Halflings in the corner holding a table quarter. Massacre for me: 20-3
Note: Be more careful with Bloodthirster, watch those challenge opponents. Don't over guess on Seekers charges. Favorite game of the day, fun and great opponent.
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There is no victory like complete and total Domination!
40K Fantasy
Tyranids WoC
Warmachine/Hordes
Menoth & Retribution |
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![[Post New]](/s/i/i.gif) 2009/02/22 23:27:48
Subject: Re:Temple Con: After Math
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Crazy Marauder Horseman
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Game 2: Against Warriors of Chaos-Deployment/Mission: The board was a cottage to my right in the middle, a forest in each side with one just out of deployment edge and 2 hills on each side with one being just out of deployment zone. My opponent brought (and deployed from left to right) 5 knights FC MON, 5 hellcannon, spawn w/ MON, 5 marauder horsemen MON, mounted lvl 2 mage MON (general), 20 warriors w/ FC and bsb all have MON, lvl 2 foot mage MON, 20 marauders FC MON, spawn w/ MON, 5 knights FC MON. I deployed (left to right) big red behind trees in my zone, seekers, banner horror unit w/ tzeench herald, plague bearers w/ bsb, other horror unit, flamers behind building, and the flesh hounds across from nurgle cavalry. Spells for him were with general: leper, buboes, and armor save or sink and other wizard had buboes and leper while I got miasma and lore of metal with tzeench herald. The mission was a rescue mission, with extra points awarded for recovered model that was captured by the enemy.
Summary: I took first turn again and ran everyone forward full speed except hounds who turned and went towards knights on the right flank. Seekers held back slightly to try and hit marauder horseman while big red flew up the side and stopped short of the hill the hellcannon was perched on, flamers went into building. Magic saw the miasma go off while flickering fire dropped 2 marauders and a warrior. Mortal turn 1 saw knights face big red while spawn runs towards big red and rest of his army advances. His magic fails to go off and hellcannon shot scatters away from the plague bearers.
DOC turn 2 was me charging across the board with seekers at marauder horseman (unable to flee due to banner), hounds at knights, and big red at hellcannon, all others advanced forward at full speed except for flamers who jump slightly out of the building. Magic saw the flickering fire melt 2 more marauders and spirit of the forge blast 4 warriors of chaos, the flamers burn the lone mage on foot to death. Big red almost kills hellcannon, hounds bounce off of knights and loose all but one member to instability, seekers crump marauder horseman and overrun to back of board. Mortal turn 2 is knights on left flank face big red and spawn runs into back of him while center spawn hits plague bearers and marauders turn sideways behind him while knights and character move up. His magic tries to snipe a unit champion but doesn’t kill it. Big red eats the spawn, plague bearers kill off other spawn and overrun into side of marauders, knights finish off the hounds.
Doc turn 3: Seekers come back on and position behind big MON with flamers moving back into the building and horrors turning to face the knights, magic sees a knight fall and the lone mounted sorcerer fall to a flickering fire, miasma is on again while big red finishes off hellcanon and plague bearers break marauder unit and overrun into the side of the MON warrior unit, marauders bounce through warrior block and hit seekers on the way out. Mortal turn 3 has one knight unit position to hit the horrors and other knight unit hit big red and with no more magic or shooting we jump to assault where the knights do 2 wounds to big red and he promptly kills of 4/5 of the knights with the plague bearers killing a few warriors and breaking the unit through sheer combat res (3 ranks, banner, outnumber, bsb-unholy victory (+d3) and runs into the seekers and die.
Wrap Up (turn 4-6): The seekers remain stationary as does everything else except the flamers who jump out of the building again and fail to shoot down and knights while horror magic bounces off. Big red polishes off the last knight and dwarf crew in combat while his knights fluff their attacks against the horrors and get flank hit by the flamers and ultimately break and die off. After game he decided to put the mages in his units to protect them better.
Massacre for me: 20-3
Note: Put stronger anchor units on the sides, don't leave any openings for flanks, horrors just die in combat.
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There is no victory like complete and total Domination!
40K Fantasy
Tyranids WoC
Warmachine/Hordes
Menoth & Retribution |
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![[Post New]](/s/i/i.gif) 2009/02/22 23:28:51
Subject: Re:Temple Con: After Math
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Crazy Marauder Horseman
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Game 3: Against Empire-Deployment/Mission: The board was a cottage to my right in the middle, a forest in each side with one just out of deployment edge and 2 hills on each side with one being just out of deployment zone. My opponent brought (and deployed from left to right) 5 knights w/ warrior priest, 9 man free company attached to 25 swordsman w/ mounted captain, arch lector on war altar, 2x15 man flagellant units in front of his battle line, 9 man free company attached to 25 swordsman w/ lvl 2 wizard with fire lore…and a stank next to the flagellants. I deployed (left to right) banner horrors upon hill w/ herald, big red, Plague bearers w/ BSB, flesh hounds, normal horrors and flamers behind building with seekers on other side of the building. He had prayers of sigmar everywhere and a fire ball and the sword along with the crown of tardyon from an item on the mage. I got boon and flickering fire and rancid visitations on the heralds. The mission was normal with extra points awarded for killing the highest point character and even more if your character killed them.
Summary: He took first turn again and ran everything forward full speed with steam tank idling near the side of his flagellants while his magic saw nothing go off (either dispelled his missiles did no damage). DOC turn 1 was me advancing cautiously and big red position for a charge on the stank while flamers went towards the far right building and seekers lapped around it. Magic did nothing except kill a few flagellants.
Empire turn 2 was knights charging the horrors on the hill and everything else advance right into my face with flagellants going into the building. The stank tried to shoot at big red but misfired and took two wounds. Magic made the knights in the back better and caused no other harm. His knights took a chunk out of the unit but they held. DOC turn 2 was big red charging the stank and hounds charging the 2nd swordsman block and seekers charging the side of the 3x3 free company. Magic saw the rancid visitations kill off 8 swordsman before stopping and 4 flagellants dies through fire from the flamers. The seekers killed and ran the detachment off..right into the side of the swordsman unit, which then killed 5 more while the hounds another 4. They swung back and put a wound on the hounds and killed a seeker. He rolled double ones and held…great. Big red put 4 wounds on the stank while horrors crumbled in combat.
Empire turn 3: The knights turned to face the other horror unit and flagellants charge plague bearers, other flagellant unit tries to charge but cant because they are inside a building, Arch lector charges big red, steam tank does a doughnut and hits big red for 2 wounds. Magic sees the knights still unbreakable, flaming sword dispelled and crown of tardyon stopped, arch lector makes other units nearby ?better? somehow. Flagellants kill off 3 plague bearers and I kill 3 back while other swordsman unit gets broken and flees, seekers hit other swordsman unit while hounds hit back of arch lector on war altar. Arch lector calls out a challenge to big red and wiffs trying to hit him with the hellstrum mace and big red breaks the chariot with st 7, he fleas and hounds run him down while big red is still hanging out with the steam tank. DOC turn 3 has hounds position to kill knights and other horrors face the knights while flamers move next to other flagellant unit. Magic sees a knight do down to flickering fire and 3 more flagellants to flamer fire. Seekers kill a few swordsman and don’t explode from instability, while big red tips the stank over and eats the crew and the flagellants kill the bsb and the plague bearer unit slowly begins to crumble.
Wrap Up (turn 4-6): Things degenerate into a slow slug fest with his unbreakable knights killing off the last horror unit through a risky charge and running out of the action. The plague bearers are reduced to just 5 guys after both flagellant units hit it but is saved by the flamers who charge in and round out the fight by lowering the unit to below half. The seekers disappear after another round of combat with the last unit of swordsman holding off big red until the end of the games through another insane courage and the rod of command. Very close game and quite a nail bitter.
Draw: 10-10
Note: Plague Bearers hate unbreakable units, large combat Res does nothing to them. This was my closest game yet with the DOC and he showed me quite a few tricks with the other side of the Empire.
The Tourney ended with me, my 3rd opponent, and a Skaven player tying on battle points, but it came down to painting with the Empire player getting best overall and me with best general, not a bad finish. I had loads of fun and sorely regret not bringing my camera with me.
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There is no victory like complete and total Domination!
40K Fantasy
Tyranids WoC
Warmachine/Hordes
Menoth & Retribution |
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![[Post New]](/s/i/i.gif) 2009/02/22 23:49:26
Subject: Temple Con: After Math
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[MOD]
Madrak Ironhide
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Thanks for the report! I'm interested in attending this convention in the future...
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![[Post New]](/s/i/i.gif) 2009/05/07 01:22:44
Subject: Temple Con: After Math
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Space Marine Scout with Sniper Rifle
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Your first two opponents could not dodge the cheese train. Good Batrep BTW.
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500 points
2nd 40k Army
3rd 40k Army
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![[Post New]](/s/i/i.gif) 2009/05/08 04:15:43
Subject: Temple Con: After Math
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Frightening Flamer of Tzeentch
in Canada
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sounds like fun. Nice to see other armies like Beasts, ogres and brettonians out there instead of the usual majority VC and DE players.
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![[Post New]](/s/i/i.gif) 2009/05/08 10:05:10
Subject: Re:Temple Con: After Math
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Fresh-Faced New User
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I can't help but think that you brought a RPG to a boxing match.
It seems like most of the players, besides you and the VC player, made an effort to take less cheesy and less represented armies. I'm all for playing hard Daemon lists but when everyone else brings softer armies I don't know just kinda bums me out.
I mean .. 2 Ogres, 2 O&G's, and 2 Empire. You'd be lucky to see that in a tournament of over 40. Where are the billion Daemon and DC lists?
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