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![[Post New]](/s/i/i.gif) 2009/11/02 19:12:30
Subject: Dwarfs at Ard Boyz Semis
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Sure Space Wolves Land Raider Pilot
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I played at Tower Games in Atlanta, and since I had qualified with DoC, I figured there might also be a few other DoC armies. In our area, DoC, Empire, and Lizardmen are played quite a bit, so I figured I'd use an army to counter all that.
My list;
Thorek w/Anvil
Lord on Shield bearers, with Great weapon, 1+ armor save, rerollable, 4+ Ward, and anything greater than St5, would count as St5 against him.
Rune Priest with 2 Dispell Runes
Rune Priest with 1 Dispell, 1 Spelleater Rune
18 Hammerers for Lord to join
19 Longbeards w/Banner that doubles US
10 Dwarf Warriors
10 Thunderers
10 Thunderers
Organ Gun
8 Bolt Throwers, all with Engineers, and all with different rune patterns;
1 St9
1 Burning/Immolation(to put on the flank I felt might get overrun)
1 Burning
1 St 7 Burning
1 St 8, Hits on a 2+ once per game(my, "oh crap, I really, really need to hit this one time" machine)
1 St 8
1 St 7
1 St 8, +1 to hit versus Flying
So basically, 2 st6, 2 st7, 3 St8, and 1 St9 Bolt Throwers
1st Round, I played DoC, his list was basically;
Bloodthirster
GUO
2x5 Fleshounds
3x10 Bloodletters
1x20 Plaguebearers
1x6 Flamers
1 Beast of Nurgle
2x Fiends of Slaanesh
Masque
Herald of Nurgle
10x Furies
Thats close to it anway.
Terrain;
There were some buildings on my extreme right flank, about 1/3 of the table in, right in the middle, another building about 1/3 of the way in from my left, and some woods in his deployment zone. Both sides had hills, but they were more in the corners than the center of the Table.
I deployed pretty typically, in a corner, with my Long beards protecting the Short flank, and my Generals Unit protecting the open one. I also has the Immolation BT on the Right(open) Flank. The Bolt Throwers are lined up accross the table from my left corner as tight as I could get them. Thorek was behind the gun-line, both units of Thunderers were also on my Left, the small Warrior unit was hiding with both RunePriests in it. The Organ Gun was the extreme gun position on my left.
His deployment was;
2 units of Bloodletters, one unit of Hounds, Beast of Nurgle, GUO, Flamers, Furies all on my Left, using the building as cover, Thirster, 2nd unit of hounds, Masque, Fiends on my Extreme Right, looking to sweep around the other buildings to hit my flank. The Plaguebearers and other unit of Letters were smack in the middle of the table.
Believe he won first turn, and obviously pushed everything forward. No real Magic or shooting, but the obvious, the Bloodthirster hid behind the building on the right, the GUO behind the one on the left. His Bloodletters had pushed hard on my extreme right, basically hugging the table edge, with the Hounds and Beast of Nurgle right next to them. His Flamers moved up and into the building on my left. At this point, since I don't play enough fantasy any more, my opponent asked a question that I thought was important. He asked me how many windows were facing me from the building he had just moved into. I replied that there were 2, so he said "good, then all my Flamers can shoot out then." Thinking that meant something, the game proceeded.
My Turn 1;
Having deployed a bit poorly, I had to move a unit of Thunderers out of the way of my Longbeards as it looked like they would be needed on the left pretty soon. This left the Thunderers in range of the Flamers in the building, but it couldn't be helped at the time. I pushed my Lords unit of Hammerers forward as fast as possible thinking a 20 man PB unit and 10 man Bloodletter unit couldnt beat me, being that I was Stubborn, and Immune to Fear and Terror. My Bolt Throwers did absolutely nothing. Remember, I had 3 of them with the Burning Rune just for those pesky regens, and they either missed, or rolled 1s to wound on the Plaguebearers. My 2nd unit of THunderers opened up killing a few Hounds, followed by my Organ gun killing a maybe 1 more. Anyway, nothing big happens on my turn other than what was mentioned, and Thorek slowed down the Thirster, and both Fleshound units.
Top 2;
Realizing he couldn't hide and win, he pushed his Thirster, 2nd unit of Hounds, Fiends, and Masque out from behind the building on my right, and into charge position the next turn. On my Left, the Letters moved up again, the Furies moved up and hid on the flank of the Thunderers so I couldn't shoot them, with the 1 Remaining Hound and Beast of Nurgle moving up into charge range as well. The GUO still hid behind the building. His Flamers shot and killed half my Thunderer unit, but they passed their break check. No other real damage.
Bottom 2;
Things were getting dicey, I knew I was about to eat some charges, no matter what I did, so I had to pick and choose where I was going to get hit. Finally the Bolt Throwers showed up, the killed the BloodThirster, and the Beast of Nurgle. Still couldnt do any damage to that PB unit, but I did push my Lords unit up adjacent to the building hiding his Flamers. Here something happened that I didn't expect. Remember turn 1? Well, there were NO windows on the side of the building, so I felt safe moving my Lord and Unit up beside it, figuring he couldnt see me, so couldn't shoot me. I mean, after his line of questioning, I figured it made sense, but I should have asked. I miscast with Thorek, but thankfully didnt blow myself up, so no slowing him down this time.
Top 3;
Declaring of Charges, Furies charge Organ Gun, Flesh Hounds, and front unit of Letters charge Thunderers that hadn't been touched. I had the Longbeards right behind them to protect against any overrun, and I was on the Slope of the hill. On the other flank, Fiends charge first Bolt Thrower, Hounds and Masque follow behind. In the Combat phase, things go as they should really, Organ gun actually holds(forgot to mention, the Organ Gun killed a bunch of Furies last turn, so only 3? got to charge it. Thunderers are wiped out, both Letters and Hound slam into Longbeards unit. Fiends kill Bolt Thrower, which then explodes and kills them in return. I forgot to mention also, at this point, he states "oh, by the way, I don't need line of sight from the first floor of a building, so my flamers are going to shoot your General's unit" I was a bit in shock, but ruleswise, he was correct, and something I should have known. But to be honest, I would NEVER have moved up there if I thought that was the case. Now the unit is stuck, because I cant move backwards. So it must suck up the shooting. If I turn around, and blow Thoreks roll, the Letters and PBs would have charged me in the Rear. He also had moved his GUO up so that if I charged, he would get a flank charge on the next turn with it.
Bottom of 3;
Very little movement, but I felt I had made a massive error by pushing my General so far out, now the BT Flank was exposed to a unit of Fleshhounds, and no protection. I shot what I could, killing maybe a Hound or 2, then slowed the Fleshound unit down once again. In the combat phase, the Longbeards smashed both units in front of them, and the Organ Gun and Furies stuck around for another round, each losing 1.
Top of 4;
Nothing spectacular happend here, he still had the range and charged my next in line Bolt Thrower with his Hounds, killing it, and overrunning into the next one, starting a vicious cycle that I was unable to break.
Bottom of 4;
Burning Bolt Throwers once again fail to do anything, Longbeards move up to prep for last unit of Letters, who had tried to run past them down the table, Thorek gets the movement spell off, and LBs charge into flank of Letters, barely killing any, and combat continues. Organ Gun and Furies still at it.
Top 5;
Again, Hounds kill all but 1 crew on BT, but he rolls double 1s and sticks!!!. His PB unit, last Letter unit, and GUO charge my Lord. I think I won the combat, but nothing eventful happens. Organ Gun wins combat, and the Furies explode. Masque charged in and is now helping Hounds kill Bolt Throwers.
Bottom 5;
Again, pretty boring turn, Hounds and Masque take some shots from BTs, and Thorek trying to finish them. Generals unit sticks, Longbeards have lost their will to kill anything and Letters are hanging in there against them.
Top 6;
Again, same, he charges another BT with Masque and Hounds, all combats stay.
Bottom 6;
Ok, at this point, I feel fairly good about the game, not a massacre, but I think a win for me, after all, he's killed a few BTs, and a unit of Thunderers, while I have killed a Thirster, unit of Flesh Hounds, unit of BloodLetters, Beast of Nurgle, unit of Fiends. So all i have to do is stick everywhere and all is good right? Sigh.....
Lord loses combat, needing a 10 rolls an 11, and is run down. Thats almost 600 vps down right there, nothing else changes though, so the game ends.
When we totalled it up, if the General had stayed, I would have a minor victory, but with that debacle, the game ends in a draw. Sad day, oh well, on to the next round, coming soon.....
Clay
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![[Post New]](/s/i/i.gif) 2009/11/02 20:53:14
Subject: Re:Dwarfs at Ard Boyz Semis
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Sure Space Wolves Land Raider Pilot
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Round 2;
Played against an O&G player, with a fairly poor list, and he wasn't doing too well. The pairings were such that I had to play a person who lost in the 2nd round.
His list, from what I can remember;
Some kind of fighty lord on a Boar with Boarboyz
2-3 Goblin casters
4 Bolt Throwers
2 Doom Divers
2x30 Black Orcs i think
2x 20 Night Goblins
6 Fanatics
10x Orc Archers
The boad had one hill in the center of his Deployment zone, and one on my extreme right in his deployment zone. There was a big forrest that left about a 5 inch gap between it and my left board edge. My Deployment zone had a big rectangular hill(the reason I picked it) in my left corner, and right/center was a big patch of woods.
He deployed the 2 Doomdivers to my extreme right on the hill, his 4 Bolt Throwers went on the hill(2 of them) and the other 2 right in front of it. His Boarboyz side by side between the Doom divers and Bolt Throwers. On my left side of the hill, he deployed both blocks of Night Goblins in front of the 2 blocks of Black Orks, and the Archers to my extreme left, in a formation to be able to march through the gap.
My deployment. Again, all the BTs were on the hill in the left corner of my deployment zone. I decided to put my smallish 10 man Warrior unit with 2 Runepriests near the board edge so they could match up with the small archer unit. He later pushed that Archer unit, which was a mistake. My 2 Thunderer units were on the front slope of the hill in front of his Night Goblins, Thorek was behind the hill in the left corner, and my other 2 big blocks of infantry were facing off against the Boarboyz. The Organ gun was beside one of the Thunderer units on the slope of the hill.
Top 1;
I went first, and shot and killed 2 of his Bolt Throwers with mine, slowed down both Boarboyz units.
Bottom 1;
He moved everything as fast as he could, then his remaining BTs shot my Generals unit and killed a few Hammerers. The Doomdivers killed some BT crew, but nothing too drastic. Again, he was marching that Archer unit as fast as possible into a gap where there was no way he could every support that unit, I think he actually rolled a 6 on the animosity table and moved that unit 14-15 inches on turn 1.
Top 2;
I moved my small Warrior unit forward to try and get in charge range of his Archers. My Bolt Throwers finished his off, and started on the Night Goblins(mistake on my part, I thought i could kill one of them off with the Fanatics still inside it, but his General was providing a LD bonus, so they weren't going to run.) I could only slow down 1 Boar Boy unit, but I had moved my General up, in case he moved up again, I would get the charge on him next turn.
Bottom 2;
He moves his Boarboyz up, moves his Archers up, then moves the Night Goblins and Black Orcs up. The Fanatics all release, but only 1 hits, kills a few Thunderers, and some BT Crew(i left almost no gap, so it popped through several units. I was really lucky here. The rest stop right in front of his army, he rolled a lot of 3s and 4s for distance. He fires Doom Divers, which scatter onto the Anvil and do some damage, and a light goes off in his head I think.
Top 3;
General charges Boar Boyz, Warriors charge Archers. Bolt throwers and Thunderers shoot down all but 2 Fanatics, as well as shooting up some Black Orcs. Thorek slows down the Black Orcs. General's unit wipes out the Boarboyz, Warriors win combat, but can't run down the Archer unit, but are now over the middle point of the board.
Bottom 3;
Second unit of Boarboyz charges Generals unit, and are wiped out. Fanatics crash into each other, but only after he declares a charge through them? Either way, Black Orcs move up, Archers fail to rally and flee again. Doom divers now attempt to hit Anvil on every shot for the rest of the game. They were out of range of anything I had, and were too far away for me to bother with.
Top 4;
Bolt Throwers and Thunderers wipe out Night Goblins and put a serious hurting on the Black Orcs. General moves up and turns in to try and get flank charges on the Black Orcs. I slow both units down with Thorek. Warriors move up in charge range of Archers again.
Bottom 4;
Black Orcs move as fast as possible, Archers Rally, Doom divers attempt to kill Anvil.
Top 5;
Warriors charge Archers and run them off the table. General's unit moves up into flank charge position. Bolt Throwers basically eliminate both BO units leaving only a character or 2, and the Doom Divers.
Bottom 5;
He tries to hide the characters, tried to kill the Anvil again with no luck.
Top 6;
Everything not named Doom Diver is finished off through Shooting and charging.
Bottom 6;
One last Doom Diver shot at the Anvil which misses, and the game ends.
I had scored 11 in the first round, and 23 here, which gave me 34, and a date on table 1 with a Lizardman army that had a total of 38 points
Round 3;
Lizardman army;
Slaan
Lord on Carnosaur with Blade of Realities
3 Engines
1 Stegadon with Bolt Thrower
Block of Temple Guard
2 Blocks of Saurus
2 units of 10 Skinks
1 unit of 3 Terradons(i think)
Fuzz on the terrain, but thankfully there was a hill in the middle of my deployment zone. I put the Long Beards and Hammerers on my right, the Warriors and Thorek on my left. Gunline in the middle. Thunderers were in front of my Warriors on the left opposing Skinks.
He lined up with 2 Stegs on my Right, the Infantry in the middle with the Carnosaur tucked in between 2 units, then the other Stegs on my left.
I got first turn;
Top 1;
No real movement. Shot and killed the lord on Carnosaur as he was a high priority. Put a few wounds on Stegadons, slowed 3 of them down.
Bottom 1;
Skirmishers and Terradons move up, everything actually, except the Infantry blocks, which kind of muddle around. No real damage done from magic or shooting. Things are certainly going my way thus far.
Top 2;
No real movement again from me. I did move my Lord and the Longbeard unit up a bit, anticipating slowing those 2 Stegs and then charging them in my turn(sans a miscalculation of course). Shoot down another Stegadon, and start to work on others. Mostly get lucky and put 3 wounds on one of the 2 on my Right flank facing the Longbeards. Shoot and kill Terradon unit. Do some wounds to Skinks. Slowed down both Stegadons on the Left
Bottom 2;
He moves up again, into charge range if I don't slow him down, and trys more magic, but he is rolling fairly bad on his magic, which is making things easy for me. Nothing dramatic happens.
Top 3;
General charges one Stegadon, Longbeards miss by about a 1/4 inch. Not sure if I have the Stegadon numbers right, but at this point, there was only 1 Stegadon on my left flank alive, and the 2 on the right. Thorek rings the bell and Longbeards charge the other Stegadon. In close combat, both of my units kill of the Stegadons facing them, and proceed up the table.
Bottom 3;
He moves his skinks up and starts shooting Bolt Throwers, and Charges on my Left flank with the last Stegadon. Kills the Organ gun, and follows into my Warrior unit.
Top 4;
General moves up and hits(i think) a Saurus unit and kills it. Bolt Throwers wear out the Temple Guard unit almost wiping it out. I ring the bell again, General charge, he flees with the 1 or 2 characters he has left I think.
Bottom 4; He runs down the Warrior unit and smashes into the Anvil. Skinks do nothing in their shooting.
Top 5;
All infantry blocks finished off, so now, there is 2 small Skink units, and 1 Stegadon left on his side. General is moving over to help finish off last Stegadon, and basically he calls the game at this point.
All told, I had lost 10 Warriors, Organ Gun, 2 RunePriests, and killed 4-5 Stegadons, Slann, Temple Guard unit, 1-2 blocks of Saurus, Terradons, Lord on a Carnosaur. So a massacre victory for me, and a total of 24 points to his -1.
I finished with 58 tournament points, and the DoC player from round 1 finished in 2nd with like 46. The Lizardman player hung in for 3rd.
Some of the details may be a little off, but this is the gist of it. I make no claims about the generalship of my opponents, or even myself. A lot of luck, and what I feel was a very good list in this Ard Boyz format helped me out a ton.
Sorry there were some sparse moments, but thats about all I can remember.
Clay
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![[Post New]](/s/i/i.gif) 2009/11/02 21:41:57
Subject: Re:Dwarfs at Ard Boyz Semis
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Major
far away from Battle Creek, Michigan
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Thanks for the reports!
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2009/11/02 22:45:19
Subject: Re:Dwarfs at Ard Boyz Semis
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Sure Space Wolves Land Raider Pilot
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Again, sorry so sparse, but you get the idea. Same principles that have always applied to this list. Slow things down, shoot them to death, and occasionally fire off a charge when needed.
Clay
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![[Post New]](/s/i/i.gif) 2009/11/03 01:53:33
Subject: Re:Dwarfs at Ard Boyz Semis
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Crazed Savage Orc
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The all bolt thrower theory seems like a sound one. I like the thought. It is good to see how it worked out. So, why them over cannons and more organ guns? I thought 3 organ guns would be the dwarf 'go to' selection. What where your thoughts?
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Big enough to have a fall down template. Yup, that's me! |
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![[Post New]](/s/i/i.gif) 2009/11/03 02:32:01
Subject: Re:Dwarfs at Ard Boyz Semis
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Sure Space Wolves Land Raider Pilot
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Misfires. D3 Wounds. Those 2 combined, make it an easy choice. With the ability to reliably mow down ranked troops, and at over 24 inches, I was hitting the big stuff on 3+, sure made things easy. I did have one Organ gun that I put on the flanks for when stuff got close and I felt i needed to hit a skirmisher unit or something.
In the end, the ability to hit a large target on a 2+ at inside 24 inches, and no possible misfires made the BT the best choice in my mind. YMMV.
Clay
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![[Post New]](/s/i/i.gif) 2009/11/05 21:47:27
Subject: Dwarfs at Ard Boyz Semis
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[DCM]
Dankhold Troggoth
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I read through this and forgot to comment! Looks like a very smart army list that you took  . Congratulations on winning!!!
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![[Post New]](/s/i/i.gif) 2009/11/09 00:46:56
Subject: Dwarfs at Ard Boyz Semis
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Painlord Titan Princeps of Slaanesh
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This list looks like it could be a nightmare to deal with. I'll see you in Chicago!
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2009/11/09 22:28:03
Subject: Dwarfs at Ard Boyz Semis
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Sure Space Wolves Land Raider Pilot
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Nice to see Dwarfs doing well, I'm convert to BT's as well. Even with Dwarf artillary being more reliable than everything else, it's still nice to never have to worry about the misfire.
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![[Post New]](/s/i/i.gif) 2009/11/14 12:12:05
Subject: Re:Dwarfs at Ard Boyz Semis
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Crazed Savage Orc
K.C. Kansas
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How many points did those BT come out to?
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![[Post New]](/s/i/i.gif) 2009/11/15 08:54:10
Subject: Dwarfs at Ard Boyz Semis
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[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..
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Thanks for the report, very enjoyable.
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2025: Games Played:21/Models Bought:253/Sold:294/Painted:195
2024: Games Played:8/Models Bought:393/Sold:519/Painted: 207
2023: Games Played:0/Models Bought:287/Sold:0/Painted: 203
2020-2022: Games Played:42/Models Bought:1271/Sold:631/Painted:442
2012-19: Games Played:781/Models Bought: 1935/Sold:1108/Painted:704 |
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![[Post New]](/s/i/i.gif) 2009/11/15 23:43:03
Subject: Re:Dwarfs at Ard Boyz Semis
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Sure Space Wolves Land Raider Pilot
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Somewhere between 800 and 900 points on BTs alone.
Clay
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