Killer Klaivex
Oceanside, CA
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2400 points each, blind lists. Neither me or my opponent new which army we would be going against.
I revised the Golgfag star just a little.
Golgfag - General
2x Level 2 Firebellys, 1 with dispel scroll, both with extra hand weapons
2x7 Iron Guts (standard, musician, look out)
6x10 Gnoblars
2x1 Sabretusk
17 Maneaters, full command, banner of discipline, 4 great weapons, 5 extra hand weapons.
Opponnent had a crossbow block, warrior block (great weapons), long beard block (shields), 2 cannons, 1 stone thrower, anvil and hammerers
I crap bombed deployment, having only put 171 point on the table by the time my opponent was fully deployed.
This let me set up ideally, his warmachines & Xbows on my denied flank, maneaters lined up on his center, and iron guts shielded by maneaters from the cannons, on my left flank.
I vanguard the maneater horde right at him.
I win the toss and march everything forward. Maneaters within 2" of hammerers with warriors and longbeads lined up for flank charges. Iron guts push up a flank to put maneaters between me and the cannons.
Sabretusks march 16" and theaten to make a long charge into a cannon.
Magic draws out dispel scroll (whatever the dwarf version is) and a flaming cloak goes off.
Dwarf turn 1. Tough decisions. He could fire cannons into Maneater flank, and anvil them to slow them and do extra hits. He could cannon then anvil 1 unit into combat. Or he could triple charge them. He decides to cannonx2, stone thrower and then anvil a unit into combat.
Cannon 1 gets a great bounce, but only does 2 wounds and stops. Cannon 2 shoots long, only hitting 2, finishing the wounded one and doing 2 more wounds. Stone thrower misfires, but acts normally next turn.
Xbows kill a sabre tusk. Anvil pushes hammerers into the front, not wanting to take just a flank and recieve a flank charge on my turn.
5 wide hammers (30 strong) take 34 S5 attacks, whichs kills 15 before they swing. On the ASL, hammers dish out 6 wounds, but it's split between Golgfag (who makes both of his 4+ wards), and the champ and unit. Total result is 4 wounds inflicted, but it only removes 1 ogre. Then at my ASL, 12 S7 attacks and 4 S5 stomps. 8 more kills. 7 Hammerers left, who hold with stubborn.
Both Iron guts and the 2nd fire belly charge into warriors on my left flank, both making it. As always, the full block makes it normally, and the lone firebelly gets bonus impact hits.
Lone firebelly 6 dices a flaming sword onto the maneaters and succeeds.
Combat, impact hits kill a few. Init 2 gives me 8 S4 fire belly attacks, and I also double breathe, doing 4D6 S4 hits. 12 Dwarves die before the ASL fest. I take 4 wounds, I deal 6 back. Stomps kill another 3. 21 kills takes the dwarves just below +2 rank bonus, and only having lost 1 iron gut, I take away his steadfast. Dwarves break and are run down.
Maneaters cut down the last of the hammerers before they swing (2+ to kill with flaming sword). Maneaters reform to put the entire remaining dwarf army in my path.
Oh, lone sabre tusk didn't charge. In stead it just closed to 1" in front of the center of the xbows, to prevent them from reforming to a more useful facing.
Dwarf 2:
Xbows charge the cat to try and kill it and get free reform. I flee as response and get away as I flee through gnoblars (who also panic and flee).
Cannon, Cannon, stone thrower, doing damage to maneaters, but not significant. Anvil fails to throw long beards into the fight.
Ogre 2:
Maneaters charge into long beards, iron guts line up charge on anvil.
Resulting combat sees the long beards drop below half strength but hold with stead fast.
Dwarf 3:
Anvil onto Iron guts, cannons snipe lone fire belly (who makes 1 of the 4+ look outs), looks like he's dead, but the cannon is flaming and I pass the ward save.
Maneaters finish most of the longbeards who failed the fear test, survivors break and flee, maneaters over-run into xbows.
Ogre 3:
Maneater pursuit opened up a long charge path for the 2nd block of iron guts. They fail the charge, but the weakened slowed block does manage to make it, with bonus impact hits.
At this point, the dwarf player calls it. I've lost 46 victory points. Maneaters are still above half, and are going to slaughter his last block. The anvil is going to die to the iron guts, and that would leave 2 cannon shots to deal with 3 good sized ogre blocks.
Test 1 of MANSTAR is SUCCESS.
Initiative 3 on Man Eaters is a huge edge. The only combat that might have been a close fight (Iron guts vs Dwarf warriors with great weapons) turned very lop sided thanks to a pair of S4 fire breathes.
Post game we talked about his turn 1 decision to just send in the hammerers rather than coming in on both flanks. So we tossed some dice and saw what a triple charge would have done. Result was dwarf player would have 3 steadfast units and would have lost combat by 8. Bringing the flanking units in generated 6 more wounds on ogres, but the otherwise non-fighting ogres in response kill 12. It's a net loss in combat res, and the following turn would have seen Ironguts into the flank of one, if not both, flanking units.
-Matt
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