Fixture of Dakka
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While I brought my camera on Saturday, I didn't take any pictures. 8e is still so new to me that I have to pay attention, and I forget to push the button. Getting to the 'Ard Boyz was something of a trick this year. In the past few years, my local store (Game Kastle in Santa Clara) has run the event; this year, they didn't. Nor did Endgame, up in Oakland. In fact, the closest option was Santa Cruz...and they decided that they weren't able to start until 6:30 PM. Plus they reserved the right to just cancel if "enough" people didn't show up. Monterey, here I come! Picked up Sazzlefrats @ 8:00 AM, drove on down in plenty of time for the 9:45 start at Game Habitat. Jonathan, who runs the store, is a very nice guy, and extremely concerned that everyone should have fun. We ended up with 7 people (1 dropped after round 1, to even it up). Here's what I took: Bloodthirster: General, Obsidian Armor, Eternal Hatred, Collar of Khorne Herald of Tz: BSB, Standard of Sundering, Master of Sorcery (Life), Spellbreaker Herald of Sl: Siren Song The Masque 26 Daemonettes: FC, Stubborn standard 20 Bloodletters: FC, bonus charge range standard 37 Horrors: FC w/The Changeling, +1 to cast standard 6 Seekers: Standard Bearer w/you-can't-flee standard 6 Fiends 5 Flamers 4 Flamers
Round 1 was against an Empire player - nice guy, who was cramming in every toy he could to make it to 3k; he only had 2910. The board had 2 Mysterious Forests (no impact on the game, aside from the odd failed Dangerous Terrain check), 2 Swamps (both Khemrian Quicksand), some untyped obstacles, and the Altar of Blood in the middle. (Jonathan tried to put 1 piece of "interesting" terrain on each board, and labeled them before hand. I didn't hear anyone complain, and I certainly didn't mind - the new terrain makes games very interesting.) My opponents list was something like this: Lord on Griffon BSB Level 4 wizard of Life Level 2 wizard of Beasts 2 Warpriests (one in Knights, one w/Halberds) Master Engineer Hero on Pegasus Big unit of Halberdiers Horde unit of Swordsmen Pistoliers Inner Circle Knights 2 units of 10 Handgunners 1 unit of crossbowmen 2 Great Cannons 2 Mortars Deployment was significant in that my Fiends were forced to the flank, while the Bloodthirster was in the middle - no shield from cannon fire for him! Sure enough, he went first, and blew the 'thirster off the table with a single cannon shot. *sigh* Highlights from the rest of the game: -His general on Griffon would break & flee twice, rallying each time, before the Bloodletters caught up with him & finally killed him off. -Mortars are rough on T3 daemons. -The Daemonettes used Siren Song to pull his Halbediers (and level 4) closer, then charged & killed the wizard, eventually getting destroyed by attrition. -The Fiends killed the Warpriest with the IC knights, before being ground into nothing; the Knights would then help finish off the Daemonettes. -The Masque was great, dropping leadership at crucial points (his General was a favorite target). -Flamers were solid, accounting for Crossbows, a mortar, the pistoliers, 1 unit of handguns, and a piece of the General kill. -Horrors win the "unit of the game" award - they flanked the Swordsman horde, won combat twice (in spite of T7 swordsmen), and ran them down, taking the BSB out as well. They'd eventually get the other unit of handguns, as well. It's hard to dig yourself out of a 640 VP hole from the first cannon shot of the game. He had some poorly timed miscasts that helped - the level 2 in the Swordsman block blew up 12 Swordsman while in combat w/the Horrors. I finished w/a minor win by about 500 VPs, and +2 battle points.
Round 2, I faced off with Chaos Warriors who massacred in round 1. Interesting list, and one I didn't really understand until much later in the game: Chaos Lord of Nurgle w/stuff Chaos Lord of Tzeentch(?) w/stuff on horsie (w/big mounted marauder block) Level 2 w/Eye of Tzeentch BSB 10 Marauder Horses of Khorne w/armor & stuff 5 Marauder Horses of Khorne w/flails & throwing weapons (fast cav) 20 Chaos Warriors of Tzeentch 28 or so Chosen of Tzeentch Warshrine 10 Puppies Hellcannon Hellcannon I've never actually played against the Tzeentch Chosen Deathstar before. He had first turn, and pointed those Hellcannons my way. The first one targets my Bloodthirster, and rolls a Hit!...and a Misfire. Then he rolls a '1,' and the Hellcannon explodes, taking 6 Marauder horses, 3 Chosen, and 1 wound from the Warshrine with it. Wow. The second Hellcannon targets some Daemonettes, and also misfires; it rolls a '2,' and ONLY eats its crew. I lost one mounted daemonette to throwing weapons from the marauder cav. My turn, and I'm winning by about 500 VPs already. Wow. Remaining highlights: -His turn 2, the "heavy" Marauder cav w/Chaos Lord charged my Fiends, bounced, and were run down. -My Turn 2 saw a combined charge from the Bloodthirster, the daemonettes, and the Fiend (into the flank) of the Tzeentch deathstar (+1 toughness, +1 armor save). The might 'thirster bellows out a challenge, and his Nurgle Lord General...pushes a champion in front of him. Khorne was not pleased by this cowardice, and ensured that the Chosen would lose combat by 1. With the Masque's help, they failed their two attempt Ld 5, fled, and were destroyed. 1400+ pts in one combat phase. The rest of the game was mop-up; I chased the last unit of Chaos Warriors off the board on the bottom of turn 6, about 1 hour into the round. 24 pt Massacre.
Round 3, and I'm paired against Kai, who had the bye in round 1, then massacred Sazzlefrats' Teclis-HE in round 2. He's running VC: Vampire Lord General w/Blooddrinker & stuff, on a horsie Vampire Lord who is all sneaky & ethereal Vampire, lvl 2 Shadow caster w/Helm of Command Vampire, lvl 2 Death caster w/power scroll Wight Wight King BSB on horsie 2 Necromancers Giant skeleton horde (50+) w/death caster Moderate zombie horde (30+) w/wight *edit: Wight was with the Giant Skeleton Horde Smallish skeleton block (25) w/Necromancers & shadow caster Black Coach 8 Blood Knights w/BSB & General Saving grace: Kai doesn't know about Daemons, and open list format or not, that's a handicap...I hope? We do spend a couple moments on the fact that, yes, all my attacks are Magical. This board has a giant building in the middle (~15" by 10" ), and an Acropolis of Heroes. One Mysterious Forest comes into play - it ends up being a Fungus Forest. His sneaky, scouting, >300 pt Vampire Lord was deployed in the corner of my left flank, and my Vanguard move on the Daemonette cav is such that he won't be able to get out of their charge arc. He gets first turn. His skeletons go into the giant building. His Ethereal Vampire moves up, IFs Dance Macabre into my Daemonette Cav...and sucks himself into the warp; no Daemonettes are hurt (after ward saves). Wow. Highlights: Turn 2: -The Sacrificial Death-caster pops out of the building, and drops an IF Purple Sun onto my Horrors, who then fail 21/36 of their initiative tests. On my turn, I charge him, and the Changeling kicks his butt in a challenge. -I get a combined charge of Daemonettes & Mounted Daemonettes into the Black Coach. It then sucks 6 of my 10 dice in the magic phase to shoot to the top of the chart. It kills my Slaaneshi Herald, then dies to CR. Turn 3: -My Horrors get into the building after his skeletons get out (no idea why he came out of their); they would stay there until the bottom of turn 6, sniping a little. They do manage to kill the Shadow caster w/Flickering Fire, after he bails out of his bunker. -After baiting w/a sacrificial Flamer unit, I get the combined charge of Fiends, Bloodthirster, and the Masque into his Deathstar that I wanted. The Masque wins her challenge against the Champion easily enough. The Thirster...gets 1 wound onto Mr. Vampire Lord. Mr. Vampire Lord then chugs a Strength potion, and does 4 wounds back; a lowly Blood Knight finished the 'thirster off. The Masque pops to instability, as do all but 1 Fiend. Ouch. Turns 4-6: -My Daemonettes got stuck in the Fungus forest, continually failing Stupidity checks. The Deathstar (back to full power, via Blooddrinker), plows into their flank and starts beating on them. -The Bloodletters, meanwhile, have come all the way around the giant building, and use their banner to pull off a 14" charge on a lone Necromancer (who had bailed out of his bunker). They overrun into the next Necromancer, 1" away. Then they overrun into the (depleted by repeated Flamer attention) Zombie block. Then they overrun into flank of the Deathstar, at the same time the Flamers charge the rear. Killing Blow drops the General (1 KB, ward save on a 4+, comes up a '2'), I win combat by 4, and many expensive popping noises are heard. The Flamers manage the last wound on a Blood Knight, bottom of turn 6. Eventually, he's left with the Wight BSB, both skeleton blocks, and the Wight w/the Skeletons. I still have my entire Core, my BSB, and one unit of Flamers. Minor Victory, and first place!
Overall thoughts: -The Horrors are the MVP. Yes, it's an expensive block. But they are very resilient, offer some crucial level 4 magic support, and have a lot of static combat res. -Honorable mention goes to the Bloodletters. I didn't rate Killing Blow very highly before this, but it offers some important tactical value against heavy armor. -The Bloodthirster disappointed. I'm going to try dropping him for a few games, and try out Skulltaker. -The Fiends aren't pulling their weight. Not entirely their fault - I keep tossing them at heavy cav, and S4 AP isn't enough, even with that weight of attacks. I'm going to cut 3, and put in 2 Bloodcrushers (to accompany Skulltaker). Should be an interesting unit, while still giving me 3 Fiends for lighter work (warmachine hunting, crushing skirmishers/light cav, etc.).
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