Back so fast! I was expecting to get this game in a little later in the week, but Geist was raring to go and we ended up smacking heads Monday night. I thought I'd change some things up for this one. Geist is something of a regular here on Relentless. I've been massacred in Dawn Assault (
Relentless 8.5), won in Watchtower (no report), and won in Blood & Glory (
Relentless Lite 8.4), so I thought I'd give him a chance to give lay out some of his pre-game thoughts.
First, his army list (and please note, this is from memory, so there may be a minor error or two).
Dreadlord, Dark Pegasus, Ogre Blade, Pendant of Kaeleth, The Other Trickster's Shard, Dragon Helm, Shield, Sea Dragon Cloak (1+ armor, reverse ward, enemies re-roll wards, 2+ ward vs. flaming, +2
Str)
Dreadlord, Dark Pegasus, heavy armor, sea dragon cloak, Whip of Agony, Shield of Ghrond, Talisman of 4+ ward (5
str 5 armor piercing attacks, incoming strikes at -1
str, 1+ vs. shooting, 2+ in hand to hand)
Master,
BSB, Dark Pegasus, Cloak of Hag Graef, Dawnstone, Lance, Heavy armor, Shield (incoming shots are halved in strength, re-rolls 1+ armor vs. shooting, 2+ in hand to hand)
Sorceress, Level 2, Seal of Ghrond, Tome of Furion (fire)
Sorceress, Level 2, Dispel Scroll (fire)
30 Repeater bolt throwers, standard, mus
30 Repeater bolt throwers, standard, mus
3 x cold one chariots
2 x War hydra
Your army is certainly unorthodox. Can you explain how you came to it?
Geist wrote:<The army build> stems from several schools of thought. The first is that not many people tend to use the entire 8th build ideas much (yet). The 8th ed builds are simple things like horde formation, using the massive shooting edge you get, the speed of flyers and lastly of course the much harder point system. With it being so much harder to get full points out of anyone anymore building a list akin to how mine is makes bleeding points a hard task.
You've played against this dwarf list 3 times already in 8th, and many more times in 7th. What are your thoughts on the matchup?
Geist wrote: Your weakness seems to be in not taking any line shooters, but that is balanced by the fact that you have several very useful units that can not only fight well but benefit from high leadership and usually are steadfast. Tossing the flaming from your grudgethrower is a bad idea in my mind. But if points say you cant afford it then you cant. Of course only having 3 warmachines seems odd to me as well. Always would think you would have more guns.
What was the game plan before we rolled into this one?
Geist wrote: Truth be told I usually kinda fly by the seat of my pants when it comes to a game. I find the fluid thinking of my martial arts idol Bruce Lee, to almost always be a better way to go into a game, than having reams of static combat plans laid out and having to sort which ones work. The challenges of course with your army remains as they always are for me, get to the warmachines. If I can bust those guns early in the game then I do not need fear your army. When I can't bust them then I have to fly into your blocks where you have the edge in combat arms.
Editor's note:Meant to get a comment regarding the Lore of Fire, but forgot. Geist has taken it almost exclusively for dealing with hell pits in tournament play.
Regular readers of Relentless should be very familiar with this list by now, but I've reprinted here for any newcomers.
Dwarf Lord w/shield bearers, Runic armor (1+ save, immune to kb, heroic kb, poison, re-rollable), Runic weapon (flaming great axe)
Thane
BSB w/Runic banner (Strollaz, 5+ ward)
Thane w/
MR of Challenge, Great weapon, 3+ armor save
Runesmith w/2 dispel runes, shield, rune of stone (for combined 2+ armor)
Dragonslayer w/capri pants
25 Warriors w/full command, shields
25 Warriors w/full command, shields
19 Longbeards w/full command, shields
10 Rangers w/great weapons, heavy armor, mus, veteran
19 Hammerers w/full command, shields,
MR of Grungni (5+ ward vs. shooting, magic missiles w/in 6")
12 Slayers
Cannon w/engineer, rune of forging, rune of burning (flaming, re-roll misfires)
Grudgethrower w/engineer, rune of accuracy, rune of penetrating (re-roll scatter, +1
str)
Organ Gun
Gyrocopter
After seeing Geist's list in action against earlier, I was feeling ok about the matchup. Fire magic was much better for me. Priority still had to go to dropping the hydras, which were the only thing that could single handedly make a mess of my ranked blocks. My dwarf lord could deal with one at a time, but not before they did a lot of damage to his supporting unit. Unfortunately, I also was going to need him to challenge the unkillable Dreadlords so that I could bring heavy static combat res to bear and hopefully run them off. The other trick in the book was the
MR of challenge supported by the gyro to pull the
BSB away from the dread lords in order to separate them. My main concern was if he could find a way to pick off enough small stuff (war machines, slayers, rangers) to be able to retreat and sit on a narrow win.
We rolled up Dawn Assault, which was going to be a problem for me. As much speed as the Dwarfs have gained on the charge in 8th, we still can't easily redeploy, and my army relies on blocks supporting each other.
Deployment was a mixed bag- I was able to deploy the bulk of my forces away from the hydras and crossbows, but my runesmith and a block of warriors ended up badly separated from the rest of my army.
My master strategist sense is tingling. Someone is missing.
Oh, there they are. Better burn those spellbreakers in a hurry.
The Dark Elves brought 2 fireballs, sword of rhuin, flaming bolts, and firestorm to battle.
I had set up second, so was only going first on a 6, which didn't drop. And we were off!
Turn 1
With heavy separation between the armies, most everything had to march to get into range for later mayhem. The squadron of chariots, general, and
BSB advanced into the wreckage of the Empire village, with several drawing a line on the rangers I'd set a little far forward, hoping to flank something once it was engaged on my main blocks. Magic was light, though I did have to burn a scroll against a 32 casting of a big firestorm.
The runesmith and company sprinted as fast as they could, which, really, wasn't all that fast. The gyro thought about trying to do something valiant, but decided to get the hell out of dodge and flew over the doomed evacuation, pretending not to hear the cries for a ride. On the right, I backed the slayers off and jumped the rangers into a building for protection.
Shooting was a mixed bag- the cannon cracked two wounds and the regeneration off of one hydra, but the grudgethrower couldn't seal the deal and sailed wildly off target. The organ gun was just out of range of the same monster, so contented itself with obliterating a chariot. I also shifted the lord and
BSB into the longbeards to try to help counter the threats coming down the right edge. On the good side, the pegasi were getting towards the table edge, which meant the
MR of Challenge could make it a "charge or die" proposition. On the down side, I realized I was letting myself get drawn away from the war machines and would be in a lot of trouble if they leapfrogged my battleline.
Yep, that one chariot is going to turn the tide.
Turn 2
The dreadlord general charged my warriors tree-house, but had to tie up his flying pony outside. The monsters rampaged right at the isolated warriors and runesmith. Magic was again fairly soft. An irresistible flaming bolts put a little damage on some warriors but the miscast wounded both sorceresses. A fireball also nicked a wound off the grudgethrower. I'm not used to seeing much in the way of magic missiles, which are kind of nifty with the new
LOS rules. Hydra breath weapons burned up some of the runesmith's bodyguard.
No, don't lead them back towards us! Run the other way!
Combat went just fine- the dreadlord only managed two wounds on the rangers, who put 4 back on the dreadlord, but pendant of Kaeleth saw all of those off easily. Steadfast in a building, and the elf was kicked out of the Dwarf only tree-house.
Hijinks on the right.
I continued to shift around to try to react to threats, again, probably pushing to far out from my war machines on the right. My lord left the longbeards to block a chariot charge into the slayers. He'd also have a counter charge at the dreadlord general if he kept trying to get at the rangers, though this wasn't ideal. If no wounds went either way, I'd only be putting him on a re-rollable eight which wasn't really going to get the job done.
Runesmith and co. resigned themselves to the grisly fate of death by hydra and turned to face the enemy to at least get parry saves. I had a moment of recklessness and hopped the gyro out between the crossbow blocks and behind the hydras, lining up for possible charges on both mages. I realized this was probably going to cost the gyro, but figured it would buy me another turn in the middle.
Shooting was mixed. I had a perfect flaming cannon shot clip both hydras, but rolled a one to wound the first one, so it stopped dead. The grudgethrower sailed off target again, but the organ gun cracked the rest of the wounds off the wounded monster. This forced a wave of panic tests. Without a
BSB present, one of the repeater units failed and fled, giving the gyro another harassment opportunity and boosted chances of surviving.
Turn 3
In went the hydra and dreadlord to my isolated unit, where it would just be a matter of how fast they could burn through the steadfast. The crossbows continued to flee, pulling them further out of the game, and the mages scattered to try to get away from the gyro. On the right, the general took another crack at the rangers, while a pair of chariots went into my longbeards. The
BSB pegasus hid from the
MR of Challenge.
An irresistible flaming sword went off on the active repeaters which meant they were wounding the gyro on 5s. One shooting phase later, the gyro crashed and burned hard. Dang. To boot, the miscast had no effect- burning anyone in base to base of a lone caster.
The chariots killed 5 longbeards for no damage in return, but
ld 10 steadfast was headed no where. The dreadlord general also made no significant progress on the rangers, killing another couple, for no real gain.
I had some easy choices in my turn- counter charging hammerers and my lord into each flank of the chariots that had just hit the longbeards. The dragonslayer started running as fast as he could for the hydra, hoping to lay a couple wounds on the thing, but was too far away. Shooting gouged a chunk out of one unit of crossbows, but they didn't panic away. I also tried to cannon off a sorcerer that was out on his own, but scored the dreaded short skip instead.
Combat didn't go particularly well. The warriors on the left hung out a little while longer, but would probably be gone next turn. Both sides whiffed in the chariot fight, but I had enough static to put both on a double 1 test. Unfortunately one of them actually passed, which left me unable to make some post-combat reforms I was hoping for. The next turn or so would probably decide things. I had about 275
VPs in the bag, and had given up 140. On the other hand, I was about to lose about 450 on the left, so I needed to find places to get some points back. I figured on being able to pick up both remaining chariots which would keep things even, but needed to down the last hydra, or some of the characters to really pull ahead.
Turn 4
Here's where Geist made the main mistake of the game. The dreadlord general hopped over the chariot combat to try to get in at the warmachines. The problem was that if I was able to break or destroy the remaining chariot, a post combat reform in his turn would give me a combo charge on his general in mine. Sure enough, this is what happened, and leading in to my turn, I had a good shot at my ideal matchup for taking the guy out.
Got you now, you slippery eel!
Elsewhere, the runesmith and co. finally succumbed. The hydra pursued off the board, and the dreadlord turned to try a long charge at my exposed cannon. In an effort to boost the killing power of his crossbows, another irresistible flaming sword came down, which was enough to stop the dragonslayer in his tracks. Luckily for me, the miscast was enough to finish off the sorcereress, getting me some much needed points in return.
Slayers managed to wreck the last rallied chariot, and a combined charge from longbeards and dwarf lord did the trick, putting the dreadlord on snake eyes and sending him off the board for a huge stack of points back.
Nice! Now to send the lord over to work on the other dreadlord and hydra.
On the left, a dramatic reform protected the cannon from a flying dreadlord charge, but war machines couldn't find the mark for any further advantage there.
Turns 5 & 6
This pretty much spelled the end. As I was back in the lead, Geist had to take some risks and none of them came through. His
BSB tried to slip past my lines, but got challenged into the hammerers and killed by the Last Stand rule. The returning hydra got a face full of war machines for its trouble, and the last caster even took a cannon to the noggin before all was said and done (though he did manage to get a vengeful firestorm off first...).
Ooo. Dang.
The organ gun finally took enough fireballs and bolts to go down, and the remaining dreadlord made a mess of the screening warrior block, but couldn't get through steadfast, and that was that.
We didn't add it up at the time, but were somewhere around: 1700-650 for the Dwarves.
I'll have a post battle recap from both players a little later today. In the meantime, and as always, enjoy, and thanks for reading!