After a good night’s sleep, we headed back to the venue on Sunday morning, where we would find our round 4 opponents waiting for us: They are tournament regulars in the region, and most of them
ETC veterans with either team France or team Portugal (UN). They were lining up
Carnosaur Saurians, Full monstrous inf/cav
UD, Double
Rock Aurochs OK and shooting-heavy
SE with double treefathers and Elk lord. I got paired against the
Undying Dynasties, a matchup that I considered relatively favorable due to my list’s mobility: Renato (
@Kermit ) had brought the following list:
Death Cult Hierarch,
Hierophant,
wizard Adept,
Evocation
Death Cult Hierarch,
General,
Binding Scroll,
wizard Master,
Soul Conduit ,
Divination
2 x
Tomb architect
6vskeleton chariots, M, C, Legion charioteers
2 x 5bskeleton
scouts
20
Skeletons, M, S, C, Banner of the
Relentless Company
2 x 6 Tomb Cataphracts, M, C
8
Shabtis Archers , M, S, C,
Rending Banner
3 x 1
Sand Scorpion
So a no-nonsense
undying dynasties list based around the reliability of the 3+/5++ Cataphracts and the help of a very potent
magic phase. The scenario was
Spoils of War, and the
deployment we rolled was once more
Marching Columns. Going into the game I knew that I had an advantage when it came to objectives: my opponent had lots of
scoring units, but all of them were his main line units. So if I played my cards right, I’d be able to face at least one less
unit while it grabbed the spoils of war token and then maneuvered back into place.
For magic my
druid got Forest Embrace, Beast Awakens,
Savage Fury, Totemic Summon and Break the Spirit: with a lot of combat phases ahead of us, I figured that I’d be better off with a good mix of augment
spells that would help tip the combat in my favor. My opponent opted for the Spectral Blades and Hasten the hour for his
hierophant, while the Master took Scrying, Know thy Enemy, Stars Align and Unerring Strike.
My adversary started deploying his units from his right corner towards the center, and once we had both placed 3 units took the opportunity to start the game, keeping two of his Scorpions in reserve. This allowed me to counter his
deployment, keeping my
scoring units far from his battle line and creating a fast but hard hitting center with the Kestrels,
Prince, Dancers and the Eagles.
TURN 1 – UD
My opponent was cautious with his first turn of movement, maneuvering into a slightly oblique line, and unwilling to advance far: the placement of my kestrels meant that if he moved up too far he’d have to deal with flyers behind his lines. So instead, both of his cataphracts maneuvered to zone my kestrels and eagles, while the
shabtis moved into a better shooting position.
Magic started off with a boosted Hasten the hour on the left kestrels, which I dispelled with my dice, leaving the Stars Align to go off on the
Shabtis: these took aim at my Eagles protecting the
Prince, dealing a couple of wounds.
TURN 1 – SE
The first order of business for the sylvans was to put pressure on the
UD, so as to force the Scorpions to appear near the enemy battleline and not behind my lines; to do so, I advanced the big line of Forest Eagles to block both cataphract units, and in a position where ignoring them would give the eagles a turn 2 charge on the
hierophant bunker. This way a
unit of cataphracts would have to charge, and risk a failed restrain pursuit test that would put the enemy scorers within combo-charge range from the bladedancers, kestrels and the
Prince. The rightmost part of the army advanced to provide
cover fire and claim the right-handside objective marker. I then used my second eagle
unit and the small bladedancers to create no-go zones for tunneling scorpions.
Magic was a complete failure this turn: the totemic summon was dispelled, but at least I kept some
Veil Tokens for the next phase. Shooting proved to be more effective, killing a Shabti and putting two wounds to the
scorpion in the enemy backline.
TURN 2 – UD
The leftmost Cataphracts charged into the eagles, and both Scorpions appeared: oneright next to the left-hand impassable feature, trying to flush out the kestrels hiding behind and preventing the chariots’ and
shabtis’ advance, and another right behind the building to keep my second kestrel
unit under control.
Magic started with a high casting of Unerring Strike on my Eagle
Prince: I let it through, and suffered two wounds for my troubles despite the 3+/4++ save. This allowed me to dispel the buffs on the Cataphracts, making them easier to deal with if I charged: the shooting bounced off the
Prince’s armour harmlessly, which was a relief. In combat, the cataphracts dealt 5 wounds to the eagles, suffered one back and forced the birds to flee through my lines, where they’d rally on the following turn. Unfortunately, the Cataphracts’ restrain pursuit test was…
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